@nativewrappers/redm-codegen 0.0.2

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Files changed (642) hide show
  1. package/README.md +41 -0
  2. package/dist/classes/AnimScene.d.ts +361 -0
  3. package/dist/classes/AnimScene.d.ts.map +1 -0
  4. package/dist/classes/AnimScene.js +511 -0
  5. package/dist/classes/BaseModel.d.ts +108 -0
  6. package/dist/classes/BaseModel.d.ts.map +1 -0
  7. package/dist/classes/BaseModel.js +158 -0
  8. package/dist/classes/BaseTask.d.ts +102 -0
  9. package/dist/classes/BaseTask.d.ts.map +1 -0
  10. package/dist/classes/BaseTask.js +129 -0
  11. package/dist/classes/Cam.d.ts +217 -0
  12. package/dist/classes/Cam.d.ts.map +1 -0
  13. package/dist/classes/Cam.js +295 -0
  14. package/dist/classes/Entity.d.ts +1101 -0
  15. package/dist/classes/Entity.d.ts.map +1 -0
  16. package/dist/classes/Entity.js +1480 -0
  17. package/dist/classes/Interior.d.ts +65 -0
  18. package/dist/classes/Interior.d.ts.map +1 -0
  19. package/dist/classes/Interior.js +96 -0
  20. package/dist/classes/ItemSet.d.ts +18 -0
  21. package/dist/classes/ItemSet.d.ts.map +1 -0
  22. package/dist/classes/ItemSet.js +32 -0
  23. package/dist/classes/Ped.d.ts +4230 -0
  24. package/dist/classes/Ped.d.ts.map +1 -0
  25. package/dist/classes/Ped.js +5712 -0
  26. package/dist/classes/PedModel.d.ts +9 -0
  27. package/dist/classes/PedModel.d.ts.map +1 -0
  28. package/dist/classes/PedModel.js +13 -0
  29. package/dist/classes/PedTask.d.ts +2563 -0
  30. package/dist/classes/PedTask.d.ts.map +1 -0
  31. package/dist/classes/PedTask.js +3276 -0
  32. package/dist/classes/PersChar.d.ts +39 -0
  33. package/dist/classes/PersChar.d.ts.map +1 -0
  34. package/dist/classes/PersChar.js +69 -0
  35. package/dist/classes/Pickup.d.ts +30 -0
  36. package/dist/classes/Pickup.d.ts.map +1 -0
  37. package/dist/classes/Pickup.js +45 -0
  38. package/dist/classes/Player.d.ts +1309 -0
  39. package/dist/classes/Player.d.ts.map +1 -0
  40. package/dist/classes/Player.js +1808 -0
  41. package/dist/classes/Prop.d.ts +253 -0
  42. package/dist/classes/Prop.d.ts.map +1 -0
  43. package/dist/classes/Prop.js +362 -0
  44. package/dist/classes/PropSet.d.ts +46 -0
  45. package/dist/classes/PropSet.d.ts.map +1 -0
  46. package/dist/classes/PropSet.js +67 -0
  47. package/dist/classes/Vehicle.d.ts +1188 -0
  48. package/dist/classes/Vehicle.d.ts.map +1 -0
  49. package/dist/classes/Vehicle.js +1652 -0
  50. package/dist/classes/VehicleModel.d.ts +11 -0
  51. package/dist/classes/VehicleModel.d.ts.map +1 -0
  52. package/dist/classes/VehicleModel.js +15 -0
  53. package/dist/classes/VehicleTask.d.ts +87 -0
  54. package/dist/classes/VehicleTask.d.ts.map +1 -0
  55. package/dist/classes/VehicleTask.js +118 -0
  56. package/dist/classes/Volume.d.ts +142 -0
  57. package/dist/classes/Volume.d.ts.map +1 -0
  58. package/dist/classes/Volume.js +194 -0
  59. package/dist/classes/Weapon.d.ts +690 -0
  60. package/dist/classes/Weapon.d.ts.map +1 -0
  61. package/dist/classes/Weapon.js +934 -0
  62. package/dist/enums/eActionDisableFlags.d.ts +38 -0
  63. package/dist/enums/eActionDisableFlags.d.ts.map +1 -0
  64. package/dist/enums/eActionDisableFlags.js +38 -0
  65. package/dist/enums/eAddItemReason.d.ts +20 -0
  66. package/dist/enums/eAddItemReason.d.ts.map +1 -0
  67. package/dist/enums/eAddItemReason.js +20 -0
  68. package/dist/enums/eAmmoType.d.ts +88 -0
  69. package/dist/enums/eAmmoType.d.ts.map +1 -0
  70. package/dist/enums/eAmmoType.js +88 -0
  71. package/dist/enums/eAnimalRarityLevel.d.ts +7 -0
  72. package/dist/enums/eAnimalRarityLevel.d.ts.map +1 -0
  73. package/dist/enums/eAnimalRarityLevel.js +7 -0
  74. package/dist/enums/eAttributeCore.d.ts +6 -0
  75. package/dist/enums/eAttributeCore.d.ts.map +1 -0
  76. package/dist/enums/eAttributeCore.js +6 -0
  77. package/dist/enums/eCarryingFlags.d.ts +43 -0
  78. package/dist/enums/eCarryingFlags.d.ts.map +1 -0
  79. package/dist/enums/eCarryingFlags.js +43 -0
  80. package/dist/enums/eCrimeType.d.ts +61 -0
  81. package/dist/enums/eCrimeType.d.ts.map +1 -0
  82. package/dist/enums/eCrimeType.js +61 -0
  83. package/dist/enums/eDispatchType.d.ts +20 -0
  84. package/dist/enums/eDispatchType.d.ts.map +1 -0
  85. package/dist/enums/eDispatchType.js +20 -0
  86. package/dist/enums/eDoorId.d.ts +16 -0
  87. package/dist/enums/eDoorId.d.ts.map +1 -0
  88. package/dist/enums/eDoorId.js +16 -0
  89. package/dist/enums/eEnterExitVehicleFlags.d.ts +32 -0
  90. package/dist/enums/eEnterExitVehicleFlags.d.ts.map +1 -0
  91. package/dist/enums/eEnterExitVehicleFlags.js +32 -0
  92. package/dist/enums/eEulerRotationOrder.d.ts +9 -0
  93. package/dist/enums/eEulerRotationOrder.d.ts.map +1 -0
  94. package/dist/enums/eEulerRotationOrder.js +9 -0
  95. package/dist/enums/eExplosionTag.d.ts +40 -0
  96. package/dist/enums/eExplosionTag.d.ts.map +1 -0
  97. package/dist/enums/eExplosionTag.js +40 -0
  98. package/dist/enums/eFleeStyle.d.ts +16 -0
  99. package/dist/enums/eFleeStyle.d.ts.map +1 -0
  100. package/dist/enums/eFleeStyle.js +16 -0
  101. package/dist/enums/eIkControlFlags.d.ts +34 -0
  102. package/dist/enums/eIkControlFlags.d.ts.map +1 -0
  103. package/dist/enums/eIkControlFlags.js +34 -0
  104. package/dist/enums/eInventoryItemSound.d.ts +6 -0
  105. package/dist/enums/eInventoryItemSound.d.ts.map +1 -0
  106. package/dist/enums/eInventoryItemSound.js +6 -0
  107. package/dist/enums/eLookIntensity.d.ts +7 -0
  108. package/dist/enums/eLookIntensity.d.ts.map +1 -0
  109. package/dist/enums/eLookIntensity.js +7 -0
  110. package/dist/enums/eLookReturnAnimation.d.ts +6 -0
  111. package/dist/enums/eLookReturnAnimation.d.ts.map +1 -0
  112. package/dist/enums/eLookReturnAnimation.js +6 -0
  113. package/dist/enums/eLootingFlags.d.ts +32 -0
  114. package/dist/enums/eLootingFlags.d.ts.map +1 -0
  115. package/dist/enums/eLootingFlags.js +32 -0
  116. package/dist/enums/eMetaPedExpressions.d.ts +118 -0
  117. package/dist/enums/eMetaPedExpressions.d.ts.map +1 -0
  118. package/dist/enums/eMetaPedExpressions.js +118 -0
  119. package/dist/enums/eMotivationState.d.ts +14 -0
  120. package/dist/enums/eMotivationState.d.ts.map +1 -0
  121. package/dist/enums/eMotivationState.js +14 -0
  122. package/dist/enums/ePedAttribute.d.ts +26 -0
  123. package/dist/enums/ePedAttribute.d.ts.map +1 -0
  124. package/dist/enums/ePedAttribute.js +26 -0
  125. package/dist/enums/ePedCombatAbility.d.ts +7 -0
  126. package/dist/enums/ePedCombatAbility.d.ts.map +1 -0
  127. package/dist/enums/ePedCombatAbility.js +7 -0
  128. package/dist/enums/ePedCombatMovement.d.ts +8 -0
  129. package/dist/enums/ePedCombatMovement.d.ts.map +1 -0
  130. package/dist/enums/ePedCombatMovement.js +8 -0
  131. package/dist/enums/ePedCombatRange.d.ts +9 -0
  132. package/dist/enums/ePedCombatRange.d.ts.map +1 -0
  133. package/dist/enums/ePedCombatRange.js +9 -0
  134. package/dist/enums/ePedDamageCleanliness.d.ts +6 -0
  135. package/dist/enums/ePedDamageCleanliness.d.ts.map +1 -0
  136. package/dist/enums/ePedDamageCleanliness.js +6 -0
  137. package/dist/enums/ePedMood.d.ts +13 -0
  138. package/dist/enums/ePedMood.d.ts.map +1 -0
  139. package/dist/enums/ePedMood.js +13 -0
  140. package/dist/enums/ePedQuality.d.ts +8 -0
  141. package/dist/enums/ePedQuality.d.ts.map +1 -0
  142. package/dist/enums/ePedQuality.js +8 -0
  143. package/dist/enums/ePedScriptConfigFlags.d.ts +604 -0
  144. package/dist/enums/ePedScriptConfigFlags.d.ts.map +1 -0
  145. package/dist/enums/ePedScriptConfigFlags.js +604 -0
  146. package/dist/enums/ePlacementFlag.d.ts +27 -0
  147. package/dist/enums/ePlacementFlag.d.ts.map +1 -0
  148. package/dist/enums/ePlacementFlag.js +27 -0
  149. package/dist/enums/eRagdollBlockingFlags.d.ts +23 -0
  150. package/dist/enums/eRagdollBlockingFlags.d.ts.map +1 -0
  151. package/dist/enums/eRagdollBlockingFlags.js +23 -0
  152. package/dist/enums/eRemoveItemReason.d.ts +19 -0
  153. package/dist/enums/eRemoveItemReason.d.ts.map +1 -0
  154. package/dist/enums/eRemoveItemReason.js +19 -0
  155. package/dist/enums/eSavegameType.d.ts +16 -0
  156. package/dist/enums/eSavegameType.d.ts.map +1 -0
  157. package/dist/enums/eSavegameType.js +16 -0
  158. package/dist/enums/eScenarioBlockingFlags.d.ts +11 -0
  159. package/dist/enums/eScenarioBlockingFlags.d.ts.map +1 -0
  160. package/dist/enums/eScenarioBlockingFlags.js +11 -0
  161. package/dist/enums/eScriptedAnimFlags.d.ts +35 -0
  162. package/dist/enums/eScriptedAnimFlags.d.ts.map +1 -0
  163. package/dist/enums/eScriptedAnimFlags.js +35 -0
  164. package/dist/enums/eSessionFlags.d.ts +16 -0
  165. package/dist/enums/eSessionFlags.d.ts.map +1 -0
  166. package/dist/enums/eSessionFlags.js +16 -0
  167. package/dist/enums/eTargetingMode.d.ts +8 -0
  168. package/dist/enums/eTargetingMode.d.ts.map +1 -0
  169. package/dist/enums/eTargetingMode.js +8 -0
  170. package/dist/enums/eUIFeedChannel.d.ts +18 -0
  171. package/dist/enums/eUIFeedChannel.d.ts.map +1 -0
  172. package/dist/enums/eUIFeedChannel.js +18 -0
  173. package/dist/enums/eUiRpgStatusEffect.d.ts +19 -0
  174. package/dist/enums/eUiRpgStatusEffect.d.ts.map +1 -0
  175. package/dist/enums/eUiRpgStatusEffect.js +19 -0
  176. package/dist/enums/eVehicleSeat.d.ts +15 -0
  177. package/dist/enums/eVehicleSeat.d.ts.map +1 -0
  178. package/dist/enums/eVehicleSeat.js +15 -0
  179. package/dist/enums/eWeaponAttachPoint.d.ts +36 -0
  180. package/dist/enums/eWeaponAttachPoint.d.ts.map +1 -0
  181. package/dist/enums/eWeaponAttachPoint.js +36 -0
  182. package/dist/enums/eWeaponHash.d.ts +175 -0
  183. package/dist/enums/eWeaponHash.d.ts.map +1 -0
  184. package/dist/enums/eWeaponHash.js +175 -0
  185. package/dist/enums/naSpeechEventType.d.ts +57 -0
  186. package/dist/enums/naSpeechEventType.d.ts.map +1 -0
  187. package/dist/enums/naSpeechEventType.js +57 -0
  188. package/dist/index.d.ts +156 -0
  189. package/dist/index.d.ts.map +1 -0
  190. package/dist/index.js +158 -0
  191. package/dist/namespaces/Aicoverpoint.d.ts +95 -0
  192. package/dist/namespaces/Aicoverpoint.d.ts.map +1 -0
  193. package/dist/namespaces/Aicoverpoint.js +131 -0
  194. package/dist/namespaces/Aitransport.d.ts +197 -0
  195. package/dist/namespaces/Aitransport.d.ts.map +1 -0
  196. package/dist/namespaces/Aitransport.js +246 -0
  197. package/dist/namespaces/Animscene.d.ts +174 -0
  198. package/dist/namespaces/Animscene.d.ts.map +1 -0
  199. package/dist/namespaces/Animscene.js +222 -0
  200. package/dist/namespaces/Attribute.d.ts +171 -0
  201. package/dist/namespaces/Attribute.d.ts.map +1 -0
  202. package/dist/namespaces/Attribute.js +222 -0
  203. package/dist/namespaces/Audio.d.ts +1255 -0
  204. package/dist/namespaces/Audio.d.ts.map +1 -0
  205. package/dist/namespaces/Audio.js +1695 -0
  206. package/dist/namespaces/Badsport.d.ts +8 -0
  207. package/dist/namespaces/Badsport.d.ts.map +1 -0
  208. package/dist/namespaces/Badsport.js +11 -0
  209. package/dist/namespaces/Bounty.d.ts +154 -0
  210. package/dist/namespaces/Bounty.d.ts.map +1 -0
  211. package/dist/namespaces/Bounty.js +248 -0
  212. package/dist/namespaces/Brain.d.ts +75 -0
  213. package/dist/namespaces/Brain.d.ts.map +1 -0
  214. package/dist/namespaces/Brain.js +98 -0
  215. package/dist/namespaces/Builtin.d.ts +137 -0
  216. package/dist/namespaces/Builtin.d.ts.map +1 -0
  217. package/dist/namespaces/Builtin.js +180 -0
  218. package/dist/namespaces/CamStatics.d.ts +972 -0
  219. package/dist/namespaces/CamStatics.d.ts.map +1 -0
  220. package/dist/namespaces/CamStatics.js +1360 -0
  221. package/dist/namespaces/Clock.d.ts +108 -0
  222. package/dist/namespaces/Clock.d.ts.map +1 -0
  223. package/dist/namespaces/Clock.js +149 -0
  224. package/dist/namespaces/Collection.d.ts +201 -0
  225. package/dist/namespaces/Collection.d.ts.map +1 -0
  226. package/dist/namespaces/Collection.js +263 -0
  227. package/dist/namespaces/Companion.d.ts +143 -0
  228. package/dist/namespaces/Companion.d.ts.map +1 -0
  229. package/dist/namespaces/Companion.js +191 -0
  230. package/dist/namespaces/Compapp.d.ts +34 -0
  231. package/dist/namespaces/Compapp.d.ts.map +1 -0
  232. package/dist/namespaces/Compapp.js +44 -0
  233. package/dist/namespaces/Compendium.d.ts +195 -0
  234. package/dist/namespaces/Compendium.d.ts.map +1 -0
  235. package/dist/namespaces/Compendium.js +261 -0
  236. package/dist/namespaces/Crashlog.d.ts +63 -0
  237. package/dist/namespaces/Crashlog.d.ts.map +1 -0
  238. package/dist/namespaces/Crashlog.js +88 -0
  239. package/dist/namespaces/Crew.d.ts +85 -0
  240. package/dist/namespaces/Crew.d.ts.map +1 -0
  241. package/dist/namespaces/Crew.js +127 -0
  242. package/dist/namespaces/Databinding.d.ts +500 -0
  243. package/dist/namespaces/Databinding.d.ts.map +1 -0
  244. package/dist/namespaces/Databinding.js +667 -0
  245. package/dist/namespaces/Datafile.d.ts +344 -0
  246. package/dist/namespaces/Datafile.d.ts.map +1 -0
  247. package/dist/namespaces/Datafile.js +495 -0
  248. package/dist/namespaces/Debug.d.ts +21 -0
  249. package/dist/namespaces/Debug.d.ts.map +1 -0
  250. package/dist/namespaces/Debug.js +27 -0
  251. package/dist/namespaces/Decorator.d.ts +105 -0
  252. package/dist/namespaces/Decorator.d.ts.map +1 -0
  253. package/dist/namespaces/Decorator.js +134 -0
  254. package/dist/namespaces/Dlc.d.ts +20 -0
  255. package/dist/namespaces/Dlc.d.ts.map +1 -0
  256. package/dist/namespaces/Dlc.js +28 -0
  257. package/dist/namespaces/EntityStatics.d.ts +520 -0
  258. package/dist/namespaces/EntityStatics.d.ts.map +1 -0
  259. package/dist/namespaces/EntityStatics.js +679 -0
  260. package/dist/namespaces/Event.d.ts +267 -0
  261. package/dist/namespaces/Event.d.ts.map +1 -0
  262. package/dist/namespaces/Event.js +340 -0
  263. package/dist/namespaces/Fire.d.ts +233 -0
  264. package/dist/namespaces/Fire.d.ts.map +1 -0
  265. package/dist/namespaces/Fire.js +288 -0
  266. package/dist/namespaces/Flock.d.ts +306 -0
  267. package/dist/namespaces/Flock.d.ts.map +1 -0
  268. package/dist/namespaces/Flock.js +396 -0
  269. package/dist/namespaces/Gang.d.ts +211 -0
  270. package/dist/namespaces/Gang.d.ts.map +1 -0
  271. package/dist/namespaces/Gang.js +297 -0
  272. package/dist/namespaces/GoogleAnalytics.d.ts +23 -0
  273. package/dist/namespaces/GoogleAnalytics.d.ts.map +1 -0
  274. package/dist/namespaces/GoogleAnalytics.js +31 -0
  275. package/dist/namespaces/Graphics.d.ts +1598 -0
  276. package/dist/namespaces/Graphics.d.ts.map +1 -0
  277. package/dist/namespaces/Graphics.js +2131 -0
  278. package/dist/namespaces/Hud.d.ts +1058 -0
  279. package/dist/namespaces/Hud.d.ts.map +1 -0
  280. package/dist/namespaces/Hud.js +1443 -0
  281. package/dist/namespaces/Ik.d.ts +33 -0
  282. package/dist/namespaces/Ik.d.ts.map +1 -0
  283. package/dist/namespaces/Ik.js +44 -0
  284. package/dist/namespaces/Interaction.d.ts +40 -0
  285. package/dist/namespaces/Interaction.d.ts.map +1 -0
  286. package/dist/namespaces/Interaction.js +52 -0
  287. package/dist/namespaces/InteriorStatics.d.ts +97 -0
  288. package/dist/namespaces/InteriorStatics.d.ts.map +1 -0
  289. package/dist/namespaces/InteriorStatics.js +129 -0
  290. package/dist/namespaces/Inventory.d.ts +597 -0
  291. package/dist/namespaces/Inventory.d.ts.map +1 -0
  292. package/dist/namespaces/Inventory.js +807 -0
  293. package/dist/namespaces/Itemdatabase.d.ts +526 -0
  294. package/dist/namespaces/Itemdatabase.d.ts.map +1 -0
  295. package/dist/namespaces/Itemdatabase.js +739 -0
  296. package/dist/namespaces/Itemset.d.ts +39 -0
  297. package/dist/namespaces/Itemset.d.ts.map +1 -0
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  299. package/dist/namespaces/Law.d.ts +756 -0
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  302. package/dist/namespaces/Localization.d.ts +42 -0
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  305. package/dist/namespaces/Map.d.ts +473 -0
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  308. package/dist/namespaces/Minigame.d.ts +245 -0
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  311. package/dist/namespaces/Misc.d.ts +1704 -0
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  314. package/dist/namespaces/Missiondata.d.ts +100 -0
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  317. package/dist/namespaces/Money.d.ts +43 -0
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  320. package/dist/namespaces/Netshopping.d.ts +154 -0
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  323. package/dist/namespaces/Network.d.ts +3022 -0
  324. package/dist/namespaces/Network.d.ts.map +1 -0
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  326. package/dist/namespaces/Object.d.ts +594 -0
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  329. package/dist/namespaces/Pad.d.ts +249 -0
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  332. package/dist/namespaces/Pathfind.d.ts +545 -0
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  335. package/dist/namespaces/PedStatics.d.ts +1738 -0
  336. package/dist/namespaces/PedStatics.d.ts.map +1 -0
  337. package/dist/namespaces/PedStatics.js +2296 -0
  338. package/dist/namespaces/Perschar.d.ts +179 -0
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  341. package/dist/namespaces/Persistence.d.ts +116 -0
  342. package/dist/namespaces/Persistence.d.ts.map +1 -0
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  344. package/dist/namespaces/Physics.d.ts +491 -0
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  347. package/dist/namespaces/PlayerStatics.d.ts +850 -0
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  350. package/dist/namespaces/Population.d.ts +188 -0
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  642. package/src/types/Vector4.ts +42 -0
@@ -0,0 +1,4230 @@
1
+ import type { eActionDisableFlags } from '../enums/eActionDisableFlags';
2
+ import type { eLootingFlags } from '../enums/eLootingFlags';
3
+ import type { ePedAttribute } from '../enums/ePedAttribute';
4
+ import type { ePedCombatAbility } from '../enums/ePedCombatAbility';
5
+ import type { ePedCombatMovement } from '../enums/ePedCombatMovement';
6
+ import type { ePedCombatRange } from '../enums/ePedCombatRange';
7
+ import type { eVehicleSeat } from '../enums/eVehicleSeat';
8
+ import type { eWeaponHash } from '../enums/eWeaponHash';
9
+ import { HorsePeltIn } from '../structs/HorsePeltIn';
10
+ import type { ItemSet } from '../classes/ItemSet';
11
+ import type { Player } from '../classes/Player';
12
+ import type { Prop } from '../classes/Prop';
13
+ import type { Vehicle } from '../classes/Vehicle';
14
+ import type { Volume } from '../classes/Volume';
15
+ import { Vector3 } from '../types/Vector3';
16
+ import { Entity } from './Entity';
17
+ import { PedTask } from './PedTask';
18
+ import { Weapon } from './Weapon';
19
+ export declare class Ped extends Entity {
20
+ static fromHandle(handle: number): Ped | null;
21
+ /**
22
+ * @returns
23
+ */
24
+ isOnFoot(): boolean;
25
+ /**
26
+ * Only used in R* Script nb_stalking_hunter
27
+ *
28
+ * @param ped2
29
+ */
30
+ N_0xED1C764997A86D5A(ped2: Ped): void;
31
+ /**
32
+ * @param grappleSequence
33
+ */
34
+ setGrappleSequence(grappleSequence: string | null): void;
35
+ /**
36
+ * @param p1
37
+ */
38
+ N_0xFFA1594703ED27CA(p1: number): void;
39
+ /**
40
+ * @returns
41
+ */
42
+ getMeleeTargetForPed(): Ped | null;
43
+ /**
44
+ * Use to apply metaped player components
45
+ * Replaces asset, alternatively you can remove assets using REMOVE_TAG_FROM_META_PED
46
+ *
47
+ * @param drawable
48
+ * @param albedo
49
+ * @param normal
50
+ * @param material
51
+ * @param palette
52
+ * @param tint0
53
+ * @param tint1
54
+ * @param tint2
55
+ */
56
+ setMetaTag(drawable: string | number, albedo: string | number, normal: string | number, material: string | number, palette: string | number, tint0: number, tint1: number, tint2: number): void;
57
+ /**
58
+ * @param p1
59
+ * @param p2
60
+ */
61
+ N_0x32CEDA9A0AB4CEF7(p1: string | number, p2: boolean): void;
62
+ /**
63
+ * @returns
64
+ */
65
+ isChild(): any;
66
+ /**
67
+ * @param index
68
+ * @param p2
69
+ * @returns argStruct; argStruct2
70
+ */
71
+ getShopItemComponentAtIndex(index: number, p2: boolean): [string | number, number, number];
72
+ /**
73
+ * @param value
74
+ */
75
+ setMaxMoveBlendRatio(value: number): void;
76
+ /**
77
+ * If targetPed is set to 0 the ped motivationState affects everyone
78
+ *
79
+ * @param motivationState
80
+ * @param targetPed
81
+ * @returns
82
+ */
83
+ getMotivation(motivationState: number, targetPed: Ped): number;
84
+ /**
85
+ * @param flag
86
+ * @param enable
87
+ */
88
+ setGrappleFlag(flag: number, enable: boolean): void;
89
+ /**
90
+ * _IS_PED_D*
91
+ *
92
+ * @returns
93
+ */
94
+ N_0x2DC0E8DCBD3546E9(): boolean;
95
+ /**
96
+ * Doesn't actually return anything.
97
+ *
98
+ * @param toggle
99
+ * @returns
100
+ */
101
+ setUseHorseMapCollision(toggle: boolean): any;
102
+ /**
103
+ * @returns
104
+ */
105
+ getMetaOutfitHash(): string | number;
106
+ /**
107
+ * @param variableName
108
+ */
109
+ removeBlackboardBool(variableName: string | null): void;
110
+ resetHorseAvoidanceLevelToDefault(): void;
111
+ /**
112
+ * Returns true if _GET_PED_DAMAGE_CLEANLINESS was ever lower than 2
113
+ *
114
+ * @returns
115
+ */
116
+ getDamaged(): any;
117
+ /**
118
+ * _IS_PED_IN*
119
+ *
120
+ * @returns
121
+ */
122
+ N_0x5C6C7C70CA302801(): boolean;
123
+ /**
124
+ * _C*
125
+ *
126
+ * @param entity
127
+ * @param boneIndex1
128
+ * @param boneIndex2
129
+ * @param pos
130
+ * @param p7
131
+ * @param p8
132
+ * @param p9
133
+ * @param p10
134
+ */
135
+ N_0xE1AADD0055D76603(entity: Entity, boneIndex1: number, boneIndex2: number, pos: Vector3, p7: number, p8: boolean, p9: boolean, p10: number): void;
136
+ /**
137
+ * @param bondingLevel
138
+ */
139
+ setMountBondingLevel(bondingLevel: number): void;
140
+ /**
141
+ * @returns
142
+ */
143
+ isVisibilityTracked(): any;
144
+ /**
145
+ * *HAS_PED**
146
+ *
147
+ * @param ped2
148
+ * @returns
149
+ */
150
+ N_0x550CB89DD7F4FA3D(ped2: Ped): boolean;
151
+ /**
152
+ * Used in Script Function CHECK_IS_PLAYER_SEEN
153
+ * *GET_PED**
154
+ *
155
+ * @returns
156
+ */
157
+ N_0x2BA9D7BF629F920C(): number;
158
+ /**
159
+ * @param pos
160
+ * @param radius
161
+ * @param flag
162
+ * @returns
163
+ */
164
+ countPedsInCombatWithTargetWithinRadius(pos: Vector3, radius: number, flag: number): number;
165
+ /**
166
+ * @returns
167
+ */
168
+ N_0xD4D403EA031F351C(): boolean;
169
+ releaseVisibilityTracking(): void;
170
+ /**
171
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_STYLES
172
+ * Params: p2 is usually 1, sometimes 0 or 2
173
+ * duration in seconds, -1.0 = forever
174
+ *
175
+ * @param combatStyleHash
176
+ * @param p2
177
+ * @param duration
178
+ */
179
+ setCombatStyle(combatStyleHash: string | number, p2: number, duration: number): void;
180
+ /**
181
+ * Sets MetaPedExpression at index specified. Morphs components, such as changing body size or facial features. Note: You have to update the ped's variation (using [native: _UPDATE_PED_VARIATION]) after calling this native value: -1.0 to 1.0 (values beyond this likely won't sync to other clients) This native also allows you to change a horse's gender. Old name: _SET_PED_FACE_FEATURE
182
+ *
183
+ * @param index Refer to [enum: eMetaPedExpressions]
184
+ * @param value
185
+ */
186
+ setCharExpression(index: number, value: number): void;
187
+ /**
188
+ * @param toggle
189
+ */
190
+ setHighlyPerceptive(toggle: boolean): void;
191
+ /**
192
+ * @param p1
193
+ */
194
+ N_0x88B2026A3B0BE33D(p1: number): void;
195
+ /**
196
+ * @param p1
197
+ */
198
+ specialFunctionDoNotUse(p1: boolean): void;
199
+ /**
200
+ * @param scale
201
+ */
202
+ setScale(scale: number): void;
203
+ /**
204
+ * Gets the position of the specified bone of the specified ped. ped: The ped to get the position of a bone from.
205
+ * boneId: The ID of the bone to get the position from. This is NOT the index.
206
+ * offsetX: The X-component of the offset to add to the position relative to the bone's rotation.
207
+ * offsetY: The Y-component of the offset to add to the position relative to the bone's rotation.
208
+ * offsetZ: The Z-component of the offset to add to the position relative to the bone's rotation.
209
+ *
210
+ * @param boneId
211
+ * @param offset
212
+ * @returns
213
+ */
214
+ getBoneCoords(boneId: number, offset: Vector3): Vector3;
215
+ /**
216
+ * _IS_PED_L* - _IS_PED_M*
217
+ *
218
+ * @returns
219
+ */
220
+ N_0x0EEF7A81C17679DB(): boolean;
221
+ /**
222
+ * _SET_W(EAPON?)*
223
+ *
224
+ * @param totalDamage
225
+ */
226
+ setTotalDamageFromAi(totalDamage: number): void;
227
+ /**
228
+ * @param p1
229
+ * @param p2
230
+ */
231
+ N_0x4F27603E44A8E4C0(p1: number, p2: boolean): void;
232
+ setShouldPlayNormalScenarioExit(): void;
233
+ /**
234
+ * @param toggle
235
+ */
236
+ setCanTorsoVehicleIk(toggle: boolean): void;
237
+ /**
238
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/BLACKBOARDS
239
+ * Blackboard natives allow you to apply and check certain data to/for peds.
240
+ * Blackboard bools, floats and strings are subdivided into 6 sections: "all", "animation", "any", "code", "global" and "script"
241
+ * Most changes are only visible for "script" blackboards, some "script" blackboards change ped motions
242
+ * "removeTimer" is self-removal timer, can be "-1" so your data will not be removed by the game (forever); 100 = 1 second
243
+ *
244
+ * @param variableName
245
+ * @param value
246
+ * @param removeTimer
247
+ */
248
+ setBlackboardInt(variableName: string | null, value: number, removeTimer: number): void;
249
+ /**
250
+ * Sets the outfit preset for the ped. The presetId is an index which determines its preset outfit. p2 is always false in the scripts.
251
+ * If p2 is true as player, then certain components like facial hair and hair will not be removed.
252
+ * Old name: _SET_PED_OUTFIT_PRESET
253
+ *
254
+ * @param presetId
255
+ * @param p2
256
+ */
257
+ equipMetaOutfitPreset(presetId: number, p2: boolean): void;
258
+ /**
259
+ * @returns
260
+ */
261
+ getNumReservedHealth(): any;
262
+ /**
263
+ * @param actionDisableFlag Refer to [enum: eActionDisableFlags]
264
+ * @returns Returns `true` if the target action disable flag is set
265
+ */
266
+ isTargetActionDisableFlagEnabled(actionDisableFlag: eActionDisableFlags): any;
267
+ /**
268
+ * @param p1
269
+ */
270
+ requestUseSmallBboxVisibilityTracking(p1: boolean): void;
271
+ /**
272
+ * @param modifier
273
+ */
274
+ setDefenseModifierForPed(modifier: number): void;
275
+ /**
276
+ * *SET_PED**
277
+ *
278
+ * @param inverted
279
+ */
280
+ N_0xA2116C1E4ED85C24(inverted: boolean): void;
281
+ /**
282
+ * _IS_PED_M*
283
+ *
284
+ * @param p1
285
+ * @returns
286
+ */
287
+ N_0x0D3B1568917EBDA0(p1: number): boolean;
288
+ /**
289
+ * @param abilityLevel Refer to [enum: ePedCombatAbility]
290
+ */
291
+ setCombatAbility(abilityLevel: ePedCombatAbility): void;
292
+ /**
293
+ * @returns
294
+ */
295
+ isRunningRagdollTask(): boolean;
296
+ /**
297
+ * @returns
298
+ */
299
+ isJumping(): boolean;
300
+ /**
301
+ * 0.0 - 1.0
302
+ * Modifies the "scent line" on the ped's body when using Eagle Eye.
303
+ *
304
+ * @param scent
305
+ */
306
+ setScent(scent: number): void;
307
+ /**
308
+ * Returns vehicle speed
309
+ * *COMPUTE**
310
+ *
311
+ * @param p1
312
+ * @returns
313
+ */
314
+ N_0xCA95924C893A0C91(p1: number): number;
315
+ /**
316
+ * Returns true if ped is in perception (focused and looking at target ped)
317
+ * Most float params are -1.f in R* Scripts
318
+ *
319
+ * @param targetPed
320
+ * @param p2
321
+ * @param customDistance
322
+ * @param p4
323
+ * @param p5
324
+ * @returns
325
+ */
326
+ isTargetInPerceptionArea(targetPed: Ped, p2: number, customDistance: number, p4: number, p5: number): boolean;
327
+ initDefaultHealth(): void;
328
+ /**
329
+ * @param targetPed
330
+ * @param p2
331
+ */
332
+ registerTarget(targetPed: Ped, p2: boolean): void;
333
+ /**
334
+ * _SET_PED_R* - _SET_PED_S*
335
+ *
336
+ * @param p1
337
+ */
338
+ N_0xCD9E5F94A2F38683(p1: boolean): void;
339
+ /**
340
+ * If toggle is true, when the ped is using a scenario he will stop it and become scared
341
+ * If toggle is false, the ped will not be scared anymore and continue his scenario Old name: _SET_PED_SCARED_WHEN_USING_SCENARIO
342
+ *
343
+ * @param toggle
344
+ */
345
+ toggleScenarioCowerInPlace(toggle: boolean): void;
346
+ /**
347
+ * @param actionDisableFlag Refer to [enum: eActionDisableFlags]
348
+ * @returns Returns `true` if the specific action flag is disabled
349
+ */
350
+ isActionDisableFlagEnabled(actionDisableFlag: eActionDisableFlags): boolean;
351
+ /**
352
+ * Returns peltId
353
+ *
354
+ * @param index
355
+ * @returns
356
+ */
357
+ getPeltFromHorse(index: number): number;
358
+ /**
359
+ * Gets a value indicating whether the specified ped is in any vehicle.
360
+ *
361
+ * @param atGetIn
362
+ * @returns
363
+ */
364
+ isInAnyVehicle(atGetIn: boolean): boolean;
365
+ /**
366
+ * @param p1
367
+ * @param p2
368
+ * @param p3
369
+ * @param p4
370
+ * @param p5
371
+ * @param p6
372
+ * @param p7
373
+ * @returns p8
374
+ */
375
+ applyBloodSpecific(p1: any, p2: number, p3: number, p4: number, p5: number, p6: any, p7: number): number;
376
+ /**
377
+ * @param ped2
378
+ * @returns
379
+ */
380
+ getRelationshipBetweenPeds(ped2: Ped): number;
381
+ /**
382
+ * Returns an int based on enum eTamingState enum eTamingState
383
+ * {
384
+ * ATS_INVALID = 0,
385
+ * ATS_INACTIVE,
386
+ * ATS_TARGET_DETECTED,
387
+ * ATS_CALLED_OUT,
388
+ * ATS_MOUNTABLE,
389
+ * ATS_BEING_PATTED,
390
+ * ATS_BREAKING_ACTIVE,
391
+ * ATS_SPOOKED,
392
+ * ATS_RETREATING,
393
+ * ATS_FLEEING
394
+ * };
395
+ *
396
+ * @returns
397
+ */
398
+ getHorseTamingState(): number;
399
+ /**
400
+ * @param bActionModeEnabled
401
+ * @param p2
402
+ * @param action
403
+ */
404
+ setUsingActionMode(bActionModeEnabled: boolean, p2: number, action: string | null): void;
405
+ /**
406
+ * @param actionDisableFlag Refer to [enum: eActionDisableFlags]
407
+ */
408
+ clearActionDisableFlag(actionDisableFlag: eActionDisableFlags): void;
409
+ /**
410
+ * @returns
411
+ */
412
+ getTrackedPixelcount(): number;
413
+ /**
414
+ * _DISABLE_A* - _DISABLE_C*
415
+ *
416
+ * @param p1
417
+ */
418
+ N_0xFD3C31A2E45671E7(p1: number): void;
419
+ /**
420
+ * Bleedout profiles:
421
+ * Animal_FastBleedout
422
+ * Animal_Generic
423
+ * Human_FastBleedout
424
+ * Human_Generic
425
+ * Human_Mission For more information, see common/data/ai/peddamageinfo.meta
426
+ *
427
+ * @param bleedoutProfile
428
+ */
429
+ setBleedoutProfile(bleedoutProfile: string | number): void;
430
+ /**
431
+ * @returns
432
+ */
433
+ isProne(): boolean;
434
+ /**
435
+ * _CLEAR_PED_D*
436
+ *
437
+ * @param p1
438
+ * @param p2
439
+ * @param p3
440
+ */
441
+ N_0xAF041C10756C30FB(p1: boolean, p2: boolean, p3: boolean): void;
442
+ clearLastDamageBone(): void;
443
+ /**
444
+ * Detect if ped is in any vehicle
445
+ * [True/False]
446
+ *
447
+ * @returns
448
+ */
449
+ isSittingInAnyVehicle(): boolean;
450
+ /**
451
+ * flagId: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptConfigFlags
452
+ * https://alloc8or.re/rdr3/doc/enums/ePedScriptConfigFlags.txt
453
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_CONFIG_FLAGS
454
+ *
455
+ * @param flagId See [enum: ePedScriptConfigFlags]
456
+ * @param value
457
+ */
458
+ setConfigFlag(flagId: number, value: boolean): void;
459
+ /**
460
+ * The higher the modifier, the slower the motivationState value will decrease
461
+ *
462
+ * @param motivationState
463
+ * @param modifier
464
+ */
465
+ setMotivationModifier(motivationState: number, modifier: number): void;
466
+ /**
467
+ * @param groupId
468
+ * @param p2
469
+ */
470
+ setAsGroupLeader(groupId: number, p2: boolean): void;
471
+ /**
472
+ * @returns
473
+ */
474
+ canKnockOffVehicle(): boolean;
475
+ /**
476
+ * _IS_PED_J* - _IS_PED_L*
477
+ *
478
+ * @returns
479
+ */
480
+ N_0xB91AB3BE7F655D49(): boolean;
481
+ /**
482
+ * nmTaskMessageParameterName: See physicstasks.ymt. Search for DraggedByCart or 0xD00820D7 (Used in R* SP Script marston8)
483
+ *
484
+ * @param timeMin
485
+ * @param timeMax
486
+ * @param ragdollType
487
+ * @param abortIfInjured
488
+ * @param abortIfDead
489
+ * @param nmTaskMessageParameterName
490
+ * @returns
491
+ */
492
+ setToRagdoll(timeMin: number, timeMax: number, ragdollType: number, abortIfInjured: boolean, abortIfDead: boolean, nmTaskMessageParameterName: string | null): boolean;
493
+ /**
494
+ * Not implemented.
495
+ *
496
+ * @param toggle
497
+ * @param p2
498
+ * @param p3
499
+ */
500
+ setStealthMovement(toggle: boolean, p2: any, p3: any): void;
501
+ /**
502
+ * Only used in R* Script nb_animal_attack: p2 = 120000
503
+ * _SET_PED_SH* - _SET_PED_SP*
504
+ *
505
+ * @param player
506
+ * @param p2
507
+ */
508
+ N_0xE737D5F14304A2EC(player: Player, p2: number): void;
509
+ /**
510
+ * @param toggle
511
+ */
512
+ setCanPlayAmbientBaseAnims(toggle: boolean): void;
513
+ /**
514
+ * @returns
515
+ */
516
+ getGrappleState(): number;
517
+ /**
518
+ * @returns sizeAndVehs
519
+ */
520
+ getNearbyVehicles(): [number, number];
521
+ /**
522
+ * _GET_PED_G* - _GET_PED_I*
523
+ *
524
+ * @param p1
525
+ * @param p2
526
+ * @returns
527
+ */
528
+ N_0xC3995D396F1D97B6(p1: number, p2: number): boolean;
529
+ /**
530
+ * @returns
531
+ */
532
+ isDragging(): any;
533
+ /**
534
+ * _IS_PED_L* - _IS_PED_M*
535
+ *
536
+ * @returns
537
+ */
538
+ N_0x290B2E6CCDE532E1(): boolean;
539
+ /**
540
+ * @param player
541
+ * @param toggle
542
+ */
543
+ setCanBeTargettedByPlayer(player: Player, toggle: boolean): void;
544
+ /**
545
+ * _IS_PED_L* - _IS_PED_M*
546
+ *
547
+ * @returns
548
+ */
549
+ isLeadingAnyGroup(): boolean;
550
+ /**
551
+ * @returns
552
+ */
553
+ isEnteringAnyTransport(): any;
554
+ /**
555
+ * *HAS**
556
+ *
557
+ * @returns
558
+ */
559
+ N_0x7020839C7302D8AC(): boolean;
560
+ /**
561
+ * @param position
562
+ * @param toggle
563
+ */
564
+ setFormationPosition(position: number, toggle: boolean): void;
565
+ /**
566
+ * If the ped handle passed through the parenthesis is in a ragdoll state this will return true.
567
+ *
568
+ * @returns
569
+ */
570
+ isRagdoll(): boolean;
571
+ /**
572
+ * @returns
573
+ */
574
+ N_0x3D9F958834AB9C30(): Ped | null;
575
+ /**
576
+ * _SET_PED_F*
577
+ *
578
+ * @param p1
579
+ */
580
+ N_0x735662994E60A710(p1: boolean): void;
581
+ /**
582
+ * _SET_PLAYER_CAN_B* - _SET_PLAYER_CAN_U*
583
+ *
584
+ * @param p1
585
+ */
586
+ N_0x9BBEAF8B0C007F1E(p1: boolean): void;
587
+ /**
588
+ * @returns
589
+ */
590
+ getFirstEntityIsCarrying(): Entity | null;
591
+ /**
592
+ * @returns
593
+ */
594
+ getTransportIsSeatedOn(): Entity | null;
595
+ /**
596
+ * @returns
597
+ */
598
+ isAnimalInteractionRunning(): any;
599
+ /**
600
+ * @returns
601
+ */
602
+ getCanBeIncapacitatedThisFrame(): any;
603
+ /**
604
+ * @param p1
605
+ * @param p2
606
+ * @returns
607
+ */
608
+ getDeadPickupCoords(p1: number, p2: number): Vector3;
609
+ /**
610
+ * @param percent
611
+ * @returns
612
+ */
613
+ isTrackedVisibilityPercentageNotLessThan(percent: number): any;
614
+ /**
615
+ * @param p1
616
+ */
617
+ setRandomComponentVariation(p1: number): void;
618
+ /**
619
+ * NET_FETCH_CLIENT_UPDATE_PED_FIGHT_PROFICIENCY: Changing parry multiplier for ped
620
+ *
621
+ * @param p1
622
+ */
623
+ setBeatMultiplier(p1: number): void;
624
+ /**
625
+ * _IS_PED_RE*
626
+ *
627
+ * @returns
628
+ */
629
+ N_0x40C9155AF8BC13F3(): boolean;
630
+ /**
631
+ * Only used in R* SP Script winter1: p1 = 5000
632
+ * _SET_PED_M*
633
+ *
634
+ * @param p1
635
+ * @returns
636
+ */
637
+ N_0x6DB875AFC584FA32(p1: number): any;
638
+ /**
639
+ * @returns
640
+ */
641
+ isHangingOnToVehicle(): boolean;
642
+ /**
643
+ * @returns
644
+ */
645
+ getIsDoingCombatRoll(): any;
646
+ /**
647
+ * @param weaponType
648
+ * @returns
649
+ */
650
+ isBeingStunned(weaponType: string | number): boolean;
651
+ /**
652
+ * AI_ATTITUDE_NEUTRAL = 0,
653
+ * AI_ATTITUDE_FRIENDLY,
654
+ * AI_ATTITUDE_WARY,
655
+ * AI_ATTITUDE_COMBATIVE,
656
+ * AI_ATTITUDE_NEVER_MET
657
+ *
658
+ * @param player
659
+ * @returns
660
+ */
661
+ getAttitude(player: Player): number;
662
+ /**
663
+ * @param seat
664
+ * @returns
665
+ */
666
+ isMountSeatFree(seat: number): any;
667
+ /**
668
+ * @param itemset
669
+ */
670
+ findAllAttachedCarriableEntities(itemset: ItemSet): void;
671
+ /**
672
+ * Returns true only if it's a player ped and an animal as well.
673
+ * *IS_ANY** - *IS_CONTROL**
674
+ *
675
+ * @returns
676
+ */
677
+ isAnimalControlledByAPlayer(): boolean;
678
+ /**
679
+ * @param object
680
+ * @param conditionalAnim
681
+ * @param scenarioType
682
+ * @param p4
683
+ * @param p5
684
+ * @returns
685
+ */
686
+ giveHashScenarioProp(object: Prop, conditionalAnim: string | null, scenarioType: string | number, p4: string | number, p5: boolean): any;
687
+ /**
688
+ * @param pos
689
+ * @param p4
690
+ * @param relationshipGroup
691
+ */
692
+ N_0x4E68C7EF706DF35D(pos: Vector3, p4: number, relationshipGroup: string | number): void;
693
+ /**
694
+ * @returns
695
+ */
696
+ getIncapacitationTimeRemaining(): number;
697
+ /**
698
+ * @param p1
699
+ * @param p2
700
+ * @param p3
701
+ * @param ped2
702
+ * @param p5
703
+ */
704
+ cowerMoveToPoint(p1: number, p2: number, p3: number, ped2: Ped, p5: number): void;
705
+ /**
706
+ * @returns
707
+ */
708
+ isCowering(): any;
709
+ /**
710
+ * Returns last horse the ped was leading
711
+ *
712
+ * @returns
713
+ */
714
+ getLastLedMount(): Ped | null;
715
+ /**
716
+ * @param p1
717
+ * @param p2
718
+ */
719
+ N_0xE1B3BE07D3AADDED(p1: number, p2: boolean): void;
720
+ /**
721
+ * @param p1
722
+ * @returns
723
+ */
724
+ N_0x09D7AFD3716DA8E1(p1: number): boolean;
725
+ /**
726
+ * @param p1
727
+ * @returns
728
+ */
729
+ isDeadOrDying(p1: boolean): boolean;
730
+ /**
731
+ * @param toggle
732
+ */
733
+ setCanTorsoReactIk(toggle: boolean): void;
734
+ /**
735
+ * _SET_PED_M*
736
+ *
737
+ * @param p1
738
+ */
739
+ N_0x57F35552E771BE9D(p1: number): void;
740
+ /**
741
+ * @param pos
742
+ * @returns
743
+ */
744
+ setPanicExitScenario(pos: Vector3): any;
745
+ /**
746
+ * @returns
747
+ */
748
+ N_0x354CA4DDDEEC397A(): number;
749
+ resetInVehicleContext(): void;
750
+ /**
751
+ * @param toggle
752
+ */
753
+ setCanLegIk(toggle: boolean): void;
754
+ /**
755
+ * @param speech
756
+ */
757
+ setInteractionPositiveResponse(speech: string | null): void;
758
+ /**
759
+ * duration in seconds, -1.0 = forever
760
+ *
761
+ * @param combatStyleModHash
762
+ * @param duration
763
+ */
764
+ setCombatStyleMod(combatStyleModHash: string | number, duration: number): void;
765
+ /**
766
+ * @param p1
767
+ */
768
+ setLadderMovementSpeedModifier(p1: number): void;
769
+ /**
770
+ * @returns
771
+ */
772
+ N_0x88A5564B19C15391(): boolean;
773
+ /**
774
+ * @param p1
775
+ */
776
+ N_0xAA6C49AE90A32299(p1: string | number): void;
777
+ /**
778
+ * @param unk
779
+ */
780
+ setInjuredOnGroundBehaviour(unk: number): void;
781
+ /**
782
+ * @param targetPed
783
+ * @param p2
784
+ * @returns
785
+ */
786
+ canSeePedCached(targetPed: Ped, p2: boolean): number;
787
+ /**
788
+ * @param multiplier
789
+ * @returns
790
+ */
791
+ setGrappleEffectMultiplier(multiplier: number): any;
792
+ /**
793
+ * @param componentIndex
794
+ * @param p2
795
+ * @returns
796
+ */
797
+ getCategoryOfComponentAtIndex(componentIndex: number, p2: any): any;
798
+ /**
799
+ * @param toggle
800
+ */
801
+ setKeepTask(toggle: boolean): void;
802
+ /**
803
+ * Used in various R* MP & SP Scripts
804
+ *
805
+ * @param patternHash
806
+ */
807
+ setFiringPattern(patternHash: string | number): void;
808
+ /**
809
+ * @param p1
810
+ * @param p2
811
+ * @param p3
812
+ */
813
+ N_0x23BDE06596A22CEC(p1: number, p2: number, p3: any): void;
814
+ /**
815
+ * @returns
816
+ */
817
+ isClimbing(): boolean;
818
+ /**
819
+ * Params: shootRate = 0 - 1000
820
+ *
821
+ * @param shootRate
822
+ */
823
+ setShootRate(shootRate: number): void;
824
+ /**
825
+ * @param animal
826
+ * @returns
827
+ */
828
+ isAnimalInteractionPossible(animal: Ped): any;
829
+ /**
830
+ * Ped will no longer get angry when you stay near him.
831
+ *
832
+ * @param toggle
833
+ */
834
+ removeDefensiveArea(toggle: boolean): void;
835
+ /**
836
+ * @param pos
837
+ * @param lookIntensity Refer to [enum: eLookIntensity]
838
+ * @param p5
839
+ * @returns
840
+ */
841
+ setShouldPlayEmotionalScenarioExit(pos: Vector3, lookIntensity: number, p5: boolean): any;
842
+ /**
843
+ * Returns whether the specified ped is shooting.
844
+ *
845
+ * @returns
846
+ */
847
+ isShooting(): boolean;
848
+ /**
849
+ * p1:
850
+ * BodyPartChained
851
+ * OverloadMostInjuredBodyPart p2:
852
+ * LeftLeg
853
+ * Legs
854
+ * RightArm
855
+ *
856
+ * @param variableName
857
+ * @param value
858
+ * @param removeTimer
859
+ */
860
+ setBlackboardHash(variableName: string | null, value: string | null, removeTimer: number): void;
861
+ /**
862
+ * @param p1
863
+ * @param p2
864
+ */
865
+ N_0x52A24D8A1DA89658(p1: number, p2: boolean): void;
866
+ /**
867
+ * _SET_PED_IN*
868
+ *
869
+ * @param p1
870
+ */
871
+ N_0xE37ACEE15AC50C7E(p1: string | null): void;
872
+ /**
873
+ * Resets the value for the last vehicle driven by the Ped.
874
+ */
875
+ resetLastVehicle(): void;
876
+ /**
877
+ * @param object
878
+ * @param p2
879
+ * @param p3
880
+ * @param p4
881
+ * @param p5
882
+ * @returns
883
+ */
884
+ requestPropScenarioPed(object: Prop, p2: string | null, p3: string | null, p4: string | null, p5: boolean): any;
885
+ /**
886
+ * _SET_C*
887
+ *
888
+ * @param ped2
889
+ */
890
+ N_0x5AF24CA9C974E51A(ped2: Ped): void;
891
+ /**
892
+ * @param index
893
+ * @returns pallete; tint0; tint1; tint2
894
+ */
895
+ getMetaAssetTint(index: number): [any, number, number, number, number];
896
+ /**
897
+ * If targetPed is set to 0 the ped motivationState affects everyone
898
+ *
899
+ * @param motivationState Refer to [enum: eMotivationState]
900
+ * @param threshold
901
+ * @param targetPed
902
+ */
903
+ setMotivation(motivationState: number, threshold: number, targetPed: Ped): void;
904
+ /**
905
+ * Only used in R* Script mob4 and rcm_mason4
906
+ * *SET_PED_DEFENSIVE** - *SET_PED_DESIRED**
907
+ *
908
+ * @param p1
909
+ * @param p2
910
+ * @param p3
911
+ */
912
+ N_0xA90684ED185CCB4B(p1: boolean, p2: number, p3: number): void;
913
+ /**
914
+ * Only used in SP R* Scripts
915
+ * Params: p2 = same as p2 of 0x3C529A827998F9B3
916
+ * _SET_PED_TA* - *SET_PED_TO**
917
+ *
918
+ * @param p1
919
+ * @param p2
920
+ */
921
+ N_0x1F44B7E283C09EDE(p1: number, p2: number): void;
922
+ removeFromGroup(): void;
923
+ /**
924
+ * @param toggle
925
+ */
926
+ setCanPlayAmbientAnims(toggle: boolean): void;
927
+ resetWeaponMovementClipset(): void;
928
+ /**
929
+ * Only used in R* Script mob4 combined with SET_ANIMAL_TUNING_BOOL_PARAM
930
+ * _SET_PED_S* - *SET_PED_TARGET**
931
+ *
932
+ * @param toggle
933
+ */
934
+ N_0x96595B36D6A2279B(toggle: boolean): void;
935
+ /**
936
+ * @returns
937
+ */
938
+ getMaxHealth(): number;
939
+ /**
940
+ * Despite this function's name, it simply returns whether the specified handle is a Ped.
941
+ *
942
+ * @returns
943
+ */
944
+ wasSkeletonUpdated(): boolean;
945
+ /**
946
+ * @param damageCleanliness Refer to [enum: ePedDamageCleanliness]
947
+ */
948
+ setDamageCleanliness(damageCleanliness: number): void;
949
+ /**
950
+ * Returns:
951
+ * 0 - CTR_CANNOT_TARGET
952
+ * 1 - CTR_CAN_TARGET
953
+ * 2 - CTR_NOT_SURE_YET
954
+ *
955
+ * @param targetEntity
956
+ * @param p2
957
+ * @param p3
958
+ * @returns
959
+ */
960
+ canSeeEntity(targetEntity: Entity, p2: boolean, p3: boolean): number;
961
+ /**
962
+ * _GET_PED_M*
963
+ *
964
+ * @returns
965
+ */
966
+ N_0x134775B093AD5C38(): number;
967
+ /**
968
+ * Old name: _FREEZE_PED_CAMERA_ROTATION
969
+ */
970
+ forceAllHeadingValuesToAlign(): void;
971
+ /**
972
+ * @param variableName
973
+ */
974
+ removeBlackboardFloat(variableName: string | null): void;
975
+ /**
976
+ * @param p1
977
+ * @param r
978
+ * @param g
979
+ * @param b
980
+ */
981
+ N_0xDD9540E7B1C9714F(p1: string | number, r: number, g: number, b: number): void;
982
+ /**
983
+ * @param toggle
984
+ */
985
+ setCanRagdoll(toggle: boolean): void;
986
+ /**
987
+ * @param suboutfit
988
+ * @param p2
989
+ */
990
+ equipMetaSuboutfit(suboutfit: string | number, p2: number): void;
991
+ N_0xCAC43D060099EA72(): void;
992
+ /**
993
+ * _SET_PED_P* - _SET_PED_R*
994
+ */
995
+ N_0x329772C47DBB2FBC(): void;
996
+ /**
997
+ * SET_PED_CAN_*
998
+ *
999
+ * @param toggle
1000
+ */
1001
+ setCanBeLassoed(toggle: boolean): void;
1002
+ /**
1003
+ * _SET_PED_A*
1004
+ *
1005
+ * @param p1
1006
+ */
1007
+ N_0x4EC4EA2F72B36358(p1: boolean): void;
1008
+ clearFacialIdleAnimOverride(): void;
1009
+ /**
1010
+ * @param flagId
1011
+ * @param value
1012
+ */
1013
+ setLassoHogtieFlag(flagId: number, value: boolean): void;
1014
+ /**
1015
+ * @param variableName
1016
+ * @param value
1017
+ * @param removeTimer
1018
+ */
1019
+ setBlackboardBool(variableName: string | null, value: boolean, removeTimer: number): void;
1020
+ /**
1021
+ * @returns
1022
+ */
1023
+ getVehicleIsUsing(): Vehicle | null;
1024
+ /**
1025
+ * @param target
1026
+ * @returns
1027
+ */
1028
+ isInCombat(target: Ped): boolean;
1029
+ /**
1030
+ * _SET_PED_MO*
1031
+ *
1032
+ * @param p1
1033
+ */
1034
+ N_0x712B2C2B2471B493(p1: string | number): void;
1035
+ /**
1036
+ * @returns
1037
+ */
1038
+ getHealthRechargeMultiplier(): number;
1039
+ /**
1040
+ * @param p1
1041
+ */
1042
+ N_0x2B4CE170DE09F346(p1: string | number): void;
1043
+ /**
1044
+ * @param modifier
1045
+ */
1046
+ setCurrentDefenseAgainstPlayersModifier(modifier: number): void;
1047
+ /**
1048
+ * @returns
1049
+ */
1050
+ getToPlayerWeaponDamageModifier(): number;
1051
+ /**
1052
+ * See _REQUEST_PED_EMOTIONAL_PRESET
1053
+ *
1054
+ * @param name
1055
+ * @returns
1056
+ */
1057
+ hasEmotionalPresetLoaded(name: string | null): any;
1058
+ /**
1059
+ * @param writhingDuration1
1060
+ * @param writhingDuration2
1061
+ * @param p3
1062
+ */
1063
+ setWrithingDuration(writhingDuration1: number, writhingDuration2: number, p3: number): void;
1064
+ /**
1065
+ * @param p1
1066
+ * @param p2
1067
+ * @param p3
1068
+ * @param p4
1069
+ */
1070
+ setToBeRemoved(p1: number, p2: number, p3: number, p4: any): void;
1071
+ /**
1072
+ * @param p1
1073
+ */
1074
+ N_0x024EC9B649111915(p1: boolean): void;
1075
+ /**
1076
+ * @param toggle
1077
+ */
1078
+ setEnableBoundAnkles(toggle: boolean): void;
1079
+ requestVisibilityTracking(): void;
1080
+ /**
1081
+ * @param duration
1082
+ */
1083
+ setIncapacitationTotalBleedOutDuration(duration: number): void;
1084
+ /**
1085
+ * _IS_PED_B* - _IS_PED_C*
1086
+ *
1087
+ * @returns
1088
+ */
1089
+ N_0x5BF0B9D9A8E227A0(): boolean;
1090
+ /**
1091
+ * @returns
1092
+ */
1093
+ getIdRange(): number;
1094
+ /**
1095
+ * @param groupId
1096
+ * @returns
1097
+ */
1098
+ isGroupLeader(groupId: number): any;
1099
+ /**
1100
+ * @returns
1101
+ */
1102
+ isSliding(): any;
1103
+ /**
1104
+ * @returns
1105
+ */
1106
+ getJackTarget(): Ped | null;
1107
+ /**
1108
+ * @param p1
1109
+ * @returns
1110
+ */
1111
+ N_0xD355E2F1BB41087E(p1: number): boolean;
1112
+ /**
1113
+ * Washing player's face/hands now
1114
+ * _CLEAR_PED_E* - _CLEAR_PED_L*
1115
+ */
1116
+ N_0xA7A806677F8DE138(): void;
1117
+ /**
1118
+ * @param combatType
1119
+ * @returns
1120
+ */
1121
+ getCombatFloat(combatType: number): number;
1122
+ /**
1123
+ * @param pos
1124
+ * @param p4
1125
+ * @returns
1126
+ */
1127
+ isHeadingTowardsPosition(pos: Vector3, p4: number): boolean;
1128
+ /**
1129
+ * @returns
1130
+ */
1131
+ getIncapacitationHealth(): number;
1132
+ /**
1133
+ * @param targetPed
1134
+ */
1135
+ removeTarget(targetPed: Ped): void;
1136
+ /**
1137
+ * Used in R* Script net_fetch (NET_FETCH_UPDATE_RECIPIENT_PROP_ILO_IN_COMBAT) and various SP Scripts
1138
+ * Params: p1 = 4/5/6, p5 = 40.f/100.f, coords = Player ped
1139
+ * Perhaps returns some distance (Clearing that the local player is able to use ILO while in combat because they are near the recipient but also near hated peds)
1140
+ * _GET_NUM_M* - _GET_PEDS_J*
1141
+ *
1142
+ * @param p1
1143
+ * @param pos
1144
+ * @param p5
1145
+ * @param itemset
1146
+ * @returns
1147
+ */
1148
+ N_0x3ACCE14DFA6BA8C2(p1: number, pos: Vector3, p5: number, itemset: ItemSet): number;
1149
+ /**
1150
+ * @param flag
1151
+ * @returns
1152
+ */
1153
+ countPedsInCombatWithTarget(flag: number): number;
1154
+ /**
1155
+ * METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility
1156
+ * p1 is mostly 10
1157
+ * _CLEAR_PED_N* - _CLEAR_PED_W*
1158
+ *
1159
+ * @param p1
1160
+ */
1161
+ N_0xD8544F6260F5F01E(p1: number): void;
1162
+ /**
1163
+ * @param p1
1164
+ */
1165
+ setRandomOutfitVariation(p1: boolean): void;
1166
+ /**
1167
+ * @returns
1168
+ */
1169
+ getIsGrappling(): any;
1170
+ /**
1171
+ * @param pos
1172
+ * @param lookIntensity Refer to [enum: eLookIntensity]
1173
+ * @returns
1174
+ */
1175
+ setShouldPlayFleeScenarioExit(pos: Vector3, lookIntensity: number): any;
1176
+ /**
1177
+ * @returns
1178
+ */
1179
+ isOnMount(): boolean;
1180
+ /**
1181
+ * @returns
1182
+ */
1183
+ getLastVehicleDraftHorseWasAttachedTo(): Vehicle | null;
1184
+ /**
1185
+ * Used in Script Function LA_CHECK_ALERTED
1186
+ * *GET_IS_PED**
1187
+ *
1188
+ * @returns
1189
+ */
1190
+ N_0xD55DB4466D00A258(): boolean;
1191
+ /**
1192
+ * METAPED_PLAYER_COMPONENTS_SET_META_TYPE_TO_BE_BYPASSED: Setting visibility
1193
+ * _SET_M* - _SET_P*
1194
+ *
1195
+ * @param p1
1196
+ */
1197
+ N_0xFEA6126C34DF2532(p1: boolean): void;
1198
+ /**
1199
+ * *IS_TRACKED** - IS_V*
1200
+ *
1201
+ * @returns
1202
+ */
1203
+ isUsingSlipstream(): any;
1204
+ /**
1205
+ * @param peltId
1206
+ */
1207
+ clearPeltFromHorse(peltId: number): void;
1208
+ warpOutOfVehicle(): void;
1209
+ /**
1210
+ * @returns
1211
+ */
1212
+ canRagdoll(): boolean;
1213
+ /**
1214
+ * Ped: The ped to warp.
1215
+ * vehicle: The vehicle to warp the ped into.
1216
+ *
1217
+ * @param vehicle
1218
+ * @param seatIndex Refer to [enum: eVehicleSeat]
1219
+ */
1220
+ setIntoVehicle(vehicle: Vehicle, seatIndex: eVehicleSeat): void;
1221
+ /**
1222
+ * Only used in R* SP Script short_update
1223
+ * *GET_TARGET** - _GET_TRACKED*
1224
+ *
1225
+ * @param eventType
1226
+ * @returns
1227
+ */
1228
+ N_0x326F7951EF0D7F75(eventType: string | number): any;
1229
+ /**
1230
+ * _SET_PED_D*
1231
+ *
1232
+ * @param p1
1233
+ */
1234
+ N_0x97A38B65EBDA3D50(p1: boolean): void;
1235
+ clearLocoMotion(): void;
1236
+ /**
1237
+ * @param variableName
1238
+ * @param value
1239
+ * @param removeTimer
1240
+ */
1241
+ setBlackboardFloat(variableName: string | null, value: number, removeTimer: number): void;
1242
+ /**
1243
+ * @returns
1244
+ */
1245
+ isInAnyBoat(): boolean;
1246
+ /**
1247
+ * no bone = -1
1248
+ *
1249
+ * @param boneId
1250
+ * @returns
1251
+ */
1252
+ getBoneIndex(boneId: number): number;
1253
+ /**
1254
+ * @param targetPed
1255
+ */
1256
+ N_0xAAC0EE3B4999ABB5(targetPed: Ped): void;
1257
+ /**
1258
+ * @returns
1259
+ */
1260
+ getAccuracy(): number;
1261
+ /**
1262
+ * @param toggle
1263
+ */
1264
+ setDesiresGroup(toggle: boolean): void;
1265
+ /**
1266
+ * Gets the vehicle the specified Ped is in. If the Ped is not in a vehicle and includeLastVehicle is true, the vehicle they were last in is returned.
1267
+ *
1268
+ * @param lastVehicle
1269
+ * @returns
1270
+ */
1271
+ getVehicleIsIn(lastVehicle: boolean): Vehicle | null;
1272
+ /**
1273
+ * checks if a ped is using a component category
1274
+ * see component category hashes here https://raw.githubusercontent.com/femga/rdr3_discoveries/refs/heads/master/clothes/cloth_hash_names.lua
1275
+ * Old name: _IS_META_PED_USING_COMPONENT
1276
+ *
1277
+ * @param componentCategory
1278
+ * @returns
1279
+ */
1280
+ isMetaUsingComponentCategory(componentCategory: string | number): any;
1281
+ /**
1282
+ * @param p1
1283
+ * @param p2
1284
+ */
1285
+ N_0x34B5CEAC180A5D6E(p1: string | number, p2: boolean): void;
1286
+ /**
1287
+ * @returns p1
1288
+ */
1289
+ N_0x34EDDD59364AD74A(): number;
1290
+ /**
1291
+ * _PED_COWER_M*
1292
+ */
1293
+ N_0x16F798A05BB9E3B5(): void;
1294
+ /**
1295
+ * If p2 is false, then this native will return true until the interaction is complete. If true, the native will return true until player pockets robbery item.
1296
+ * *GET_IS_PED*[M-R]*
1297
+ *
1298
+ * @param player
1299
+ * @param trueUntilPlayerPocketsItem
1300
+ * @returns
1301
+ */
1302
+ getIsBeingRobbed(player: Player, trueUntilPlayerPocketsItem: boolean): any;
1303
+ clearDesiredLocoMotionType(): void;
1304
+ /**
1305
+ * @param peltId
1306
+ */
1307
+ setPeltForHorse(peltId: number): void;
1308
+ /**
1309
+ * Can be used to get a peds foliage raw height: variableName = FoliageHeight
1310
+ *
1311
+ * @param variableName
1312
+ * @returns
1313
+ */
1314
+ getBlackboardFloat(variableName: string | null): number;
1315
+ /**
1316
+ * @param p1
1317
+ */
1318
+ N_0x7ABBD9E449E0DB00(p1: boolean): void;
1319
+ /**
1320
+ * @param gesture
1321
+ * @param p2
1322
+ */
1323
+ setGestureGroup(gesture: string | null, p2: number): void;
1324
+ /**
1325
+ * @param modifier
1326
+ */
1327
+ setAnimalDetectionModifier(modifier: number): void;
1328
+ /**
1329
+ * _SET_PLAYER_SN* - _SET_PLAYER_STAMINA*
1330
+ *
1331
+ * @param p1
1332
+ */
1333
+ N_0x02E741E19E39628C(p1: number): void;
1334
+ /**
1335
+ * Returns time since the specified ped last shot, in seconds. (fPlayerJustShotTime)
1336
+ *
1337
+ * @returns
1338
+ */
1339
+ timeSinceLastShot(): number;
1340
+ /**
1341
+ * Old name: _SET_PED_DAMAGE_MODIFIER
1342
+ *
1343
+ * @param damageModifier
1344
+ */
1345
+ setToPlayerWeaponDamageModifier(damageModifier: number): void;
1346
+ /**
1347
+ * @param quality Refer to [enum: ePedQuality]
1348
+ */
1349
+ setQuality(quality: number): void;
1350
+ /**
1351
+ * _IS_PED_H* - _IS_PED_I*
1352
+ *
1353
+ * @returns
1354
+ */
1355
+ N_0x7EE3A8660F38797E(): boolean;
1356
+ /**
1357
+ * @param ikIndex
1358
+ * @param entityLookAt
1359
+ * @param boneLookAt
1360
+ * @param offset
1361
+ * @param p7
1362
+ * @param blendInDuration
1363
+ * @param blendOutDuration
1364
+ */
1365
+ setIkTarget(ikIndex: number, entityLookAt: Entity, boneLookAt: number, offset: Vector3, p7: any, blendInDuration: number, blendOutDuration: number): void;
1366
+ /**
1367
+ * Gets a value indicating whether the specified ped is in the specified vehicle.
1368
+ *
1369
+ * @param vehicle
1370
+ * @param atGetIn
1371
+ * @returns
1372
+ */
1373
+ isInVehicle(vehicle: Vehicle, atGetIn: boolean): boolean;
1374
+ /**
1375
+ * Sets the maximum health of a ped.
1376
+ *
1377
+ * @param value
1378
+ */
1379
+ setMaxHealth(value: number): void;
1380
+ /**
1381
+ * @param volume
1382
+ * @param p2
1383
+ * @param p3
1384
+ * @param p4
1385
+ */
1386
+ setDefensiveAreaVolume(volume: Volume, p2: boolean, p3: boolean, p4: boolean): void;
1387
+ /**
1388
+ * @param multiplier
1389
+ */
1390
+ setHealthRechargeMultiplier(multiplier: number): void;
1391
+ /**
1392
+ * Note: you have to update your ped's variation after calling (using 0xCC8CA3E88256E58F) Body Types:
1393
+ * MPCREATOR_NEUTRAL
1394
+ * MPCREATOR_SKINNY
1395
+ * MPCREATOR_SKINNY_MUSCULAR
1396
+ * MPCREATOR_HEAVY
1397
+ * MPCREATOR_HEAVY_MUSCULAR eBodyWeightOutfit (pedattributes.ymt):
1398
+ * -2045421226 (smallest)
1399
+ * -1745814259
1400
+ * -325933489
1401
+ * -1065791927
1402
+ * -844699484
1403
+ * -1273449080
1404
+ * 927185840
1405
+ * 149872391
1406
+ * 399015098
1407
+ * -644349862
1408
+ * 1745919061 (default)
1409
+ * 1004225511
1410
+ * 1278600348
1411
+ * 502499352
1412
+ * -2093198664
1413
+ * -1837436619
1414
+ * 1736416063
1415
+ * 2040610690
1416
+ * -1173634986
1417
+ * -867801909
1418
+ * 1960266524 (biggest) https://github.com/femga/rdr3_discoveries/blob/master/peds_customization/ped_outfits.lua Alt name: _EQUIP_META_PED_OUTFIT_COMPONENT
1419
+ *
1420
+ * @param hash
1421
+ */
1422
+ equipMetaOutfit(hash: string | number): void;
1423
+ /**
1424
+ * Used in script function HORSE_IS_META_PED_OUTFIT_SADDLE_EQUIPPED
1425
+ *
1426
+ * @param outfit
1427
+ * @returns
1428
+ */
1429
+ isMetaOutfitEquipped(outfit: string | number): any;
1430
+ /**
1431
+ * @returns
1432
+ */
1433
+ isHogtied(): any;
1434
+ fadeAndDestroyPed(): void;
1435
+ /**
1436
+ * @param p1
1437
+ * @param p2
1438
+ * @param p3
1439
+ * @param p4
1440
+ */
1441
+ setDefensiveAreaDirection(p1: number, p2: number, p3: number, p4: boolean): void;
1442
+ /**
1443
+ * Used in Script Function NET_CAMP_DOG_CLIENT_HANDLE_ANIMAL_INTERACTION
1444
+ *
1445
+ * @returns
1446
+ */
1447
+ N_0x8BE24D74D74C6E9B(): Ped | null;
1448
+ /**
1449
+ * Note: this native was added in build 1232.40
1450
+ *
1451
+ * @param toggle
1452
+ */
1453
+ setMountSecurityEnabled(toggle: boolean): void;
1454
+ /**
1455
+ * Disables being able to kick move ped.
1456
+ *
1457
+ * @param disable
1458
+ */
1459
+ setDisableKickMove(disable: boolean): void;
1460
+ /**
1461
+ * personality (script_mp_rel): NONE, AGGRESSIVE, TIMID (non-aggressive), CRIPPS, SCRIPTEDINTIMIDATION, MAGGIE, MARCEL, SCRIPTEDSALOON
1462
+ * personality (script_rel): AVOID, SCRIPTEDOUTLAW, TIMIDGUARDDOG, SCRIPTEDTIMIDROB, AGGRESSIVECAMPER, LAZYDOG, KIERANTIEDUP, SCRIPTEDGALA
1463
+ *
1464
+ * @param personality
1465
+ */
1466
+ setInteractionPersonality(personality: string | number): void;
1467
+ /**
1468
+ * *SET_PED_COMBAT**
1469
+ *
1470
+ * @param pos
1471
+ */
1472
+ N_0xCF0B19806473D324(pos: Vector3): void;
1473
+ /**
1474
+ * Returns vehicle (desired) speed
1475
+ * *COMPUTE*(VEHICLE_SPEED_USING_BLEND_RATIO?)*
1476
+ *
1477
+ * @param maxMoveBlendRatio
1478
+ * @returns
1479
+ */
1480
+ N_0x46BF2A810679D6E6(maxMoveBlendRatio: number): number;
1481
+ /**
1482
+ * @param toggle
1483
+ */
1484
+ setToDisableRagdoll(toggle: boolean): void;
1485
+ /**
1486
+ * @returns
1487
+ */
1488
+ getSeatIsUsing(): number;
1489
+ /**
1490
+ * Returns true/false if the ped is/isn't male.
1491
+ *
1492
+ * @returns
1493
+ */
1494
+ isMale(): boolean;
1495
+ /**
1496
+ * @returns
1497
+ */
1498
+ getLastDroppedHat(): Prop | null;
1499
+ /**
1500
+ * Equivalent to IS_PED_USING_SCENARIO from V but takes a hash instead of a string.
1501
+ *
1502
+ * @param scenarioHash
1503
+ * @returns
1504
+ */
1505
+ isUsingScenarioHash(scenarioHash: string | number): any;
1506
+ /**
1507
+ * Sets ped eye redness, weariness: 0.f to 1.f
1508
+ *
1509
+ * @param weariness
1510
+ */
1511
+ setMetaWeariness(weariness: number): void;
1512
+ /**
1513
+ * @returns
1514
+ */
1515
+ getHeight(): number;
1516
+ /**
1517
+ * Only used in R* SP Scripts
1518
+ * _GET_PED_IN*
1519
+ *
1520
+ * @param eventType
1521
+ * @returns
1522
+ */
1523
+ N_0x5E9FAF6C513347B4(eventType: string | number): Entity | null;
1524
+ /**
1525
+ * @param itemset
1526
+ * @param flag
1527
+ * @returns
1528
+ */
1529
+ getPedsInCombatWithTarget(itemset: ItemSet, flag: number): number;
1530
+ /**
1531
+ * @param flagId
1532
+ * @returns
1533
+ */
1534
+ getResetFlag(flagId: number): boolean;
1535
+ /**
1536
+ * Old name: SET_PED_CLOTH_PACKAGE_INDEX
1537
+ *
1538
+ * @param p1
1539
+ */
1540
+ setClothPinFrames(p1: boolean): void;
1541
+ /**
1542
+ * Params: p1 either a 1 or 0, so perhaps BOOL
1543
+ * _SET_PED_A*
1544
+ *
1545
+ * @param p1
1546
+ */
1547
+ N_0xD103F6DBB5442BE8(p1: number): void;
1548
+ /**
1549
+ * @param p1
1550
+ * @param p2
1551
+ * @param p3
1552
+ * @param p4
1553
+ */
1554
+ knockOffProp(p1: boolean, p2: boolean, p3: boolean, p4: boolean): void;
1555
+ /**
1556
+ * @returns
1557
+ */
1558
+ isBeingJacked(): boolean;
1559
+ /**
1560
+ * @returns
1561
+ */
1562
+ getTimeOfDeath(): number;
1563
+ /**
1564
+ * _SET_H* - _SET_I*
1565
+ *
1566
+ * @param p1
1567
+ */
1568
+ N_0xC5B78E41DCF8227C(p1: boolean): void;
1569
+ /**
1570
+ * @returns
1571
+ */
1572
+ getLodMultiplier(): number;
1573
+ /**
1574
+ * Used in R* MP Script fm_mission_controller and various R* SP Scripts for ambush*
1575
+ *
1576
+ * @param patternHash
1577
+ */
1578
+ setFiringPattern2(patternHash: string | number): void;
1579
+ /**
1580
+ * @returns outBone
1581
+ */
1582
+ getLastDamageBone(): [boolean, number];
1583
+ /**
1584
+ * @param variableName
1585
+ */
1586
+ removeBlackboardInt(variableName: string | null): void;
1587
+ /**
1588
+ * Turns the desired ped into a cop. If you use this on the player ped, you will become almost invisible to cops dispatched for you. You will also report your own crimes, get a generic cop voice, get a cop-vision-cone on the radar, and you will be unable to shoot at other cops. Toggling ped as "false" has no effect; you must change p0's ped model to disable the effect.
1589
+ * toggle = bSetRelGroup
1590
+ *
1591
+ * @param toggle
1592
+ */
1593
+ setAsCop(toggle: boolean): void;
1594
+ /**
1595
+ * @param value
1596
+ */
1597
+ setIdRange(value: number): void;
1598
+ /**
1599
+ * @param groupId
1600
+ * @param p2
1601
+ * @returns
1602
+ */
1603
+ isGroupMember(groupId: number, p2: boolean): boolean;
1604
+ /**
1605
+ * _IS_PED_M* - _IS_PED_O*
1606
+ *
1607
+ * @param ped2
1608
+ * @param p2
1609
+ * @returns
1610
+ */
1611
+ N_0x2DD4E0E26DFAD97D(ped2: Ped, p2: number): boolean;
1612
+ /**
1613
+ * @param bEnableIK
1614
+ */
1615
+ setCanBodyRecoilIk(bEnableIK: boolean): void;
1616
+ /**
1617
+ * @returns
1618
+ */
1619
+ getLastMount(): Ped | null;
1620
+ /**
1621
+ * Changes health bar around heart core icon
1622
+ * INITIALISE_NEW_ROLE - Applying Super Jump buffs: p1 = 10, p2 = 0.0f
1623
+ * INITIALISE_NEW_ROLE - Clearing up Super Jump buffs: p1 = 10, p2 = 1.0f
1624
+ * _SET_D*
1625
+ *
1626
+ * @param p1
1627
+ * @param p2
1628
+ */
1629
+ N_0x3FDCC1F8C17E303E(p1: number, p2: number): void;
1630
+ /**
1631
+ * @returns
1632
+ */
1633
+ getRelationshipGroupHash(): string | number;
1634
+ /**
1635
+ * @param team
1636
+ * @param toggle
1637
+ */
1638
+ setCanBeTargettedByTeam(team: number, toggle: boolean): void;
1639
+ /**
1640
+ * @param volume
1641
+ * @returns
1642
+ */
1643
+ addStayOutVolume(volume: Volume): any;
1644
+ /**
1645
+ * _SET_PED_P* - _SET_PED_R*
1646
+ *
1647
+ * @param p1
1648
+ */
1649
+ N_0xA967D6A8ED2D713B(p1: boolean): void;
1650
+ /**
1651
+ * @param multiplier
1652
+ */
1653
+ setLodMultiplier(multiplier: number): void;
1654
+ /**
1655
+ * @returns
1656
+ */
1657
+ isIntimidated(): any;
1658
+ /**
1659
+ * eventType: https://alloc8or.re/rdr3/doc/enums/eEventType.txt
1660
+ *
1661
+ * @param eventType
1662
+ * @returns
1663
+ */
1664
+ isRespondingToEvent(eventType: string | number): boolean;
1665
+ /**
1666
+ * *RESET_PED**
1667
+ */
1668
+ N_0x9D8DFE2DE9CB4DFC(): void;
1669
+ /**
1670
+ * @param p1
1671
+ * @returns
1672
+ */
1673
+ getRiderOfMount(p1: boolean): Ped | null;
1674
+ /**
1675
+ * @returns
1676
+ */
1677
+ isSitting(): any;
1678
+ /**
1679
+ * @returns
1680
+ */
1681
+ getNumComponentsInPed(): number;
1682
+ /**
1683
+ * @returns
1684
+ */
1685
+ isSwimmingUnderWater(): boolean;
1686
+ /**
1687
+ * _SET_PED_T* - SET_PED_U*
1688
+ *
1689
+ * @param p1
1690
+ * @param p2
1691
+ */
1692
+ N_0x8CB2553C559102C1(p1: number, p2: boolean): void;
1693
+ /**
1694
+ * @returns
1695
+ */
1696
+ getCombatRange(): ePedCombatRange;
1697
+ /**
1698
+ * @param grappleAction
1699
+ */
1700
+ setGrappleAction(grappleAction: string | number): void;
1701
+ /**
1702
+ * *RESET_PED**
1703
+ *
1704
+ * @param p1
1705
+ */
1706
+ N_0x370A973252741AC4(p1: boolean): void;
1707
+ /**
1708
+ * _SET_PED_TA* - *SET_PED_TO**
1709
+ *
1710
+ * @param p1
1711
+ * @param p2
1712
+ */
1713
+ N_0x3C529A827998F9B3(p1: number, p2: number): void;
1714
+ /**
1715
+ * Based on TASK_COMBAT_HATED_TARGETS_AROUND_PED, the parameters are likely similar (PedHandle, and area to attack in).
1716
+ *
1717
+ * @param radius
1718
+ */
1719
+ registerHatedTargetsAroundPed(radius: number): void;
1720
+ /**
1721
+ * @param modelHash
1722
+ * @param index
1723
+ * @param p3
1724
+ * @param p4
1725
+ * @param p5
1726
+ * @param p6
1727
+ * @returns
1728
+ */
1729
+ createOnMount(modelHash: string | number, index: number, p3: boolean, p4: boolean, p5: boolean, p6: boolean): Ped | null;
1730
+ /**
1731
+ * @returns
1732
+ */
1733
+ isReadyToRender(): any;
1734
+ /**
1735
+ * @param value
1736
+ */
1737
+ setSeeingRange(value: number): void;
1738
+ /**
1739
+ * Copies ped's components and props to targetPed.
1740
+ * Can be used to clear anything from a ped by cloning it, including bullet holes.
1741
+ *
1742
+ * @param targetPed
1743
+ */
1744
+ cloneToTarget(targetPed: Ped): void;
1745
+ /**
1746
+ * Known get up animation types: REAR, FRONT
1747
+ *
1748
+ * @param getUpType
1749
+ */
1750
+ requestGetupAnimation(getUpType: string | null): void;
1751
+ /**
1752
+ * _CLEAR_PED_E* - _CLEAR_PED_L*
1753
+ */
1754
+ N_0x87C2724A56F66020(): void;
1755
+ /**
1756
+ * Works similar to [native: _GET_NUM_COMPONENTS_IN_PED] but is used to get category hashes instead
1757
+ *
1758
+ * @returns
1759
+ */
1760
+ getNumComponentCategoriesInPed(): number;
1761
+ disableInjuredOnGroundBehaviour(): void;
1762
+ /**
1763
+ * @param pos
1764
+ * @param lookIntensity Refer to [enum: eLookIntensity]
1765
+ * @param p5
1766
+ * @returns
1767
+ */
1768
+ setShouldPlayQuickScenarioExit(pos: Vector3, lookIntensity: number, p5: boolean): any;
1769
+ /**
1770
+ * _SET_PED_M*
1771
+ *
1772
+ * @param grapple
1773
+ * @returns
1774
+ */
1775
+ N_0xC48AF420371C7407(grapple: string | number): any;
1776
+ /**
1777
+ * @param toggle
1778
+ */
1779
+ setCanHeadIk(toggle: boolean): void;
1780
+ /**
1781
+ * *GET_IS_PED*(BLEEDING_OUT?)*
1782
+ *
1783
+ * @returns
1784
+ */
1785
+ N_0x12EB4E31F092C9B3(): boolean;
1786
+ /**
1787
+ * Washing player's face/hands now
1788
+ * _FA* - _FI*
1789
+ *
1790
+ * @param p1
1791
+ * @param p2
1792
+ * @param p3
1793
+ */
1794
+ N_0xEB8886E1065654CD(p1: number, p2: string | null, p3: number): void;
1795
+ /**
1796
+ * @returns
1797
+ */
1798
+ isBeingStealthKilled(): boolean;
1799
+ /**
1800
+ * *CLEAR_PED_COMBAT**
1801
+ *
1802
+ * @param combatStyleModHash
1803
+ */
1804
+ clearCombatStyleMod(combatStyleModHash: string | number): void;
1805
+ /**
1806
+ * Only used in R* Script beat_sharp_shooter
1807
+ * Blocks ped from swimming underwater
1808
+ *
1809
+ * @param toggle
1810
+ */
1811
+ setImmersionFlag(toggle: boolean): void;
1812
+ /**
1813
+ * normalized / non normalized
1814
+ * 0.0 / 1000.0 STARTED IN WRITHE STAGE
1815
+ * 1.0 / 0.0 END OF WRITHE, DEAD
1816
+ * -1.0 DEAD Returns some value from AI task 562 (unknown).
1817
+ *
1818
+ * @param normalized
1819
+ * @returns
1820
+ */
1821
+ getRemainingRevivalTime(normalized: boolean): number;
1822
+ /**
1823
+ * `p1` is reset to `false` if there is some unknown task (maybe primary task?) in decompiled code.
1824
+ *
1825
+ * @param p1
1826
+ * @param unkFlag1
1827
+ */
1828
+ removeFromMount(p1: boolean, unkFlag1: boolean): void;
1829
+ /**
1830
+ * Related to ped hat
1831
+ * _SET_PED_LA* - _SET_PED_LE*
1832
+ *
1833
+ * @param p1
1834
+ */
1835
+ N_0x5D4CD22A8C82A81A(p1: boolean): void;
1836
+ /**
1837
+ * @returns
1838
+ */
1839
+ getGrappleStyle(): string | number;
1840
+ N_0x2371C39D4F91C288(): void;
1841
+ /**
1842
+ * @returns
1843
+ */
1844
+ isDrunk(): any;
1845
+ /**
1846
+ * It adds the wetness level to the player clothing/outfit. As if player just got out from water surface.
1847
+ *
1848
+ * @param height
1849
+ */
1850
+ setWetnessHeight(height: number): void;
1851
+ /**
1852
+ * @param p1
1853
+ */
1854
+ requestVehicleVisibilityTracking(p1: boolean): void;
1855
+ /**
1856
+ * Returns true if given ped is a fish.
1857
+ * _IS_ME* - _IS_MO*
1858
+ *
1859
+ * @returns
1860
+ */
1861
+ isMetaFish(): any;
1862
+ /**
1863
+ * @param enabled
1864
+ */
1865
+ fakeSetLocoInjured(enabled: boolean): void;
1866
+ /**
1867
+ * Returns wether `0x1E017404784AA6A3` was applied on the ped.
1868
+ * some hashs MAR2_RIDE1, MAR2_RIDE1, RBCH1_RIDE1, SAD5_RIDE1
1869
+ *
1870
+ * @param p1
1871
+ * @returns
1872
+ */
1873
+ N_0x7C8AA850617651D9(p1: string | number): any;
1874
+ /**
1875
+ * Returns stamina normalizedValue / normalizedUnlockedMax
1876
+ *
1877
+ * @returns
1878
+ */
1879
+ getStaminaNormalized(): number;
1880
+ /**
1881
+ * state:
1882
+ * enum eKnockOffVehicle
1883
+ * {
1884
+ * KNOCKOFFVEHICLE_DEFAULT,
1885
+ * KNOCKOFFVEHICLE_NEVER,
1886
+ * KNOCKOFFVEHICLE_EASY,
1887
+ * KNOCKOFFVEHICLE_HARD
1888
+ * };
1889
+ *
1890
+ * @param state
1891
+ */
1892
+ setCanBeKnockedOffVehicle(state: number): void;
1893
+ /**
1894
+ * @param healthAmount
1895
+ */
1896
+ setMinHealthThreshold(healthAmount: number): void;
1897
+ /**
1898
+ * _GET_PED_B* - _GET_PED_C*
1899
+ *
1900
+ * @returns
1901
+ */
1902
+ N_0x89816B58C3466262(): any;
1903
+ /**
1904
+ * @returns
1905
+ */
1906
+ getLootingPickupTargetEntity(): Entity | null;
1907
+ /**
1908
+ * _TOGGLE_S* - *UPDATE**
1909
+ *
1910
+ * @param pos
1911
+ * @param scale
1912
+ */
1913
+ togglePlayerFlinch(pos: Vector3, scale: number): void;
1914
+ /**
1915
+ * @param target
1916
+ * @returns
1917
+ */
1918
+ canInCombatSeeTarget(target: Ped): boolean;
1919
+ /**
1920
+ * _IS_PED_R*
1921
+ *
1922
+ * @returns
1923
+ */
1924
+ N_0x3AEC4A410ECAF30D(): boolean;
1925
+ /**
1926
+ * Apply cold intensity to ped from 0.0 to 1.0
1927
+ *
1928
+ * @param intensity
1929
+ * @param p2
1930
+ */
1931
+ applyColdToPed(intensity: number, p2: number): void;
1932
+ /**
1933
+ * @param p1
1934
+ */
1935
+ N_0xF634E2892220EF34(p1: any): void;
1936
+ /**
1937
+ * @param p1
1938
+ * @returns
1939
+ */
1940
+ isDefensiveAreaActive(p1: boolean): boolean;
1941
+ /**
1942
+ * @param motivationState Refer to [enum: eMotivationState]
1943
+ * @returns
1944
+ */
1945
+ getIsMotivationStateEnabled(motivationState: number): any;
1946
+ /**
1947
+ * @param ped2
1948
+ */
1949
+ cowerInPlace(ped2: Ped): void;
1950
+ /**
1951
+ * Only used in R* Script train_robbery4
1952
+ * _SET_PED_D*
1953
+ *
1954
+ * @param p1
1955
+ */
1956
+ N_0x8822F124788B8D0A(p1: boolean): void;
1957
+ /**
1958
+ * Returns true if the ped is currently opening a door (CTaskOpenDoor). Old name: _IS_PED_OPENING_A_DOOR
1959
+ *
1960
+ * @returns
1961
+ */
1962
+ isOpeningDoor(): boolean;
1963
+ /**
1964
+ * _SET_PED_O*
1965
+ *
1966
+ * @param p1
1967
+ */
1968
+ N_0x899DFA0009AC93DE(p1: number): void;
1969
+ /**
1970
+ * When set on a player ped, its just like when you die in RDO
1971
+ *
1972
+ * @param toggle
1973
+ */
1974
+ setCanBeIncapacitated(toggle: boolean): void;
1975
+ /**
1976
+ * @param player
1977
+ * @returns
1978
+ */
1979
+ getIsRespondingToNegativeInteraction(player: Player): any;
1980
+ /**
1981
+ * @param hash
1982
+ */
1983
+ setRelationshipGroupDefaultHash(hash: string | number): void;
1984
+ /**
1985
+ * _GET_PED_D*
1986
+ *
1987
+ * @returns
1988
+ */
1989
+ N_0x06A10B4D7F50B0C3(): boolean;
1990
+ /**
1991
+ * SOBER = 0.0f, SLIGHTLY_DRUNK = 0.25f, MODERATELY_DRUNK = 0.5f, VERY_DRUNK = 1.0f
1992
+ *
1993
+ * @param enabled
1994
+ * @param drunknessLevel
1995
+ */
1996
+ setDrunkness(enabled: boolean, drunknessLevel: number): void;
1997
+ /**
1998
+ * Returns whether the specified ped is reloading.
1999
+ *
2000
+ * @returns
2001
+ */
2002
+ isReloading(): boolean;
2003
+ /**
2004
+ * NB_CUSTOM_CLIENT_ON_CREATE_COMPLETE - set legendary to not avoid prey
2005
+ *
2006
+ * @param preyPed
2007
+ * @param p2
2008
+ */
2009
+ N_0x10F96086123B939F(preyPed: Ped, p2: number): void;
2010
+ /**
2011
+ * _IS_I* - _IS_L*
2012
+ *
2013
+ * @returns
2014
+ */
2015
+ N_0x77243ED4F7CAAA55(): boolean;
2016
+ /**
2017
+ * _CLEAR*
2018
+ */
2019
+ N_0x704C908E9C405136(): void;
2020
+ /**
2021
+ * @returns
2022
+ */
2023
+ isUsingActionMode(): boolean;
2024
+ /**
2025
+ * @param p1
2026
+ * @returns
2027
+ */
2028
+ N_0xB65927F861E7AE39(p1: number): boolean;
2029
+ /**
2030
+ * @param toggle
2031
+ */
2032
+ setCanTorsoIk(toggle: boolean): void;
2033
+ /**
2034
+ * @returns
2035
+ */
2036
+ getTranquilizer(): Ped | null;
2037
+ /**
2038
+ * @returns
2039
+ */
2040
+ getInteractionPersonality(): string | number;
2041
+ /**
2042
+ * *SET_PED*(A?)*
2043
+ *
2044
+ * @param pos1
2045
+ * @param pos2
2046
+ * @param p7
2047
+ * @param p8
2048
+ * @param p9
2049
+ * @param entity
2050
+ * @param p11
2051
+ */
2052
+ setDefensiveAreaToAngledArea(pos1: Vector3, pos2: Vector3, p7: any, p8: boolean, p9: boolean, entity: Entity, p11: boolean): void;
2053
+ /**
2054
+ * Used in R* Script generic_weight_control_item
2055
+ * *CLEAR_PED_E* - CLEAR_PED*(G?)L*
2056
+ */
2057
+ N_0x88A95BB640FC186F(): void;
2058
+ /**
2059
+ * _SET_PLAYER_N* - _SET_PLAYER_S*
2060
+ *
2061
+ * @param p1
2062
+ */
2063
+ N_0xC99F104BDF8C7F5A(p1: boolean): void;
2064
+ /**
2065
+ * Params: 0.0f to remove wound effects
2066
+ *
2067
+ * @param value
2068
+ */
2069
+ updateWoundEffect(value: number): void;
2070
+ /**
2071
+ * Returns true/false if the ped is/isn't humanoid.
2072
+ *
2073
+ * @returns
2074
+ */
2075
+ isHuman(): boolean;
2076
+ /**
2077
+ * @param p1
2078
+ * @param p2
2079
+ * @returns
2080
+ */
2081
+ isPerformingMeleeAction(p1: number, p2: string | number): boolean;
2082
+ /**
2083
+ * @returns
2084
+ */
2085
+ isGoingIntoCover(): boolean;
2086
+ setShouldPlayImmediateScenarioExit(): void;
2087
+ /**
2088
+ * @param variableName
2089
+ * @returns
2090
+ */
2091
+ getBlackboardScriptBool(variableName: string | null): any;
2092
+ /**
2093
+ * Related to _0x704C908E9C405136 for component loading
2094
+ * Can be used to fix missing outfit changes, always paired with _UPDATE_PED_VARIATION
2095
+ * _S*
2096
+ * Doesn't actually return anything.
2097
+ *
2098
+ * @param isMP
2099
+ * @returns
2100
+ */
2101
+ setActiveMetaComponentsUpdated(isMP: boolean): any;
2102
+ /**
2103
+ * @returns
2104
+ */
2105
+ getVehicleDraftHorseIsAttachedTo(): Vehicle | null;
2106
+ /**
2107
+ * This is a way to get what drawables a ped has equipped
2108
+ * Example: you are able to tell if the ped has the drawable PLAYER_ZERO_HAT_017 attached
2109
+ * Note: this works with non shop components, direct .ydd files.
2110
+ *
2111
+ * @param index
2112
+ * @returns drawable; albedo; normal; material
2113
+ */
2114
+ getMetaAssetGuids(index: number): [any, number, number, number, number];
2115
+ /**
2116
+ * Directly removes a shop item component from a ped
2117
+ * Params: p2 and p3 are always 0
2118
+ *
2119
+ * @param componentHash
2120
+ * @param p2
2121
+ * @param p3
2122
+ */
2123
+ removeShopItemFromPed(componentHash: string | number, p2: number, p3: boolean): void;
2124
+ /**
2125
+ * brawlingStyle:
2126
+ * enum eBrawlingStyle : Hash
2127
+ * {
2128
+ * BS_AI = 0x802C604D,
2129
+ * BS_AI_BARBRAWL = 0x4FF5F0C7,
2130
+ * BS_AI_DEFENSIVE = 0xD888F2FD,
2131
+ * BS_AI_MOONSHINE_BARBRAWL = 0xA01B433A,
2132
+ * BS_ALLIGATOR = 0x7A5548ED,
2133
+ * BS_ALLIGATOR_LARGE = 0x368EC7CB,
2134
+ * BS_ALLY = 0x69C76C14,
2135
+ * BS_ANIMAL = 0xD777C754,
2136
+ * BS_BADGER = 0x7E7C3F53,
2137
+ * BS_BEAR = 0x0BC66E35,
2138
+ * BS_BEAVER = 0x4E313783,
2139
+ * BS_BOAR = 0x176A5831,
2140
+ * BS_BOUNTY_HUNTER = 0x3900654C,
2141
+ * BS_BRUISER = 0x4514DB61,
2142
+ * BS_BULL = 0x4E50C5D2,
2143
+ * BS_COUGAR = 0x9DAA7CCB,
2144
+ * BS_COW = 0xB0E91295,
2145
+ * BS_COYOTE = 0xA448EB69,
2146
+ * BS_DEER = 0xA781E6B3,
2147
+ * BS_DOG = 0x5A4155C4,
2148
+ * BS_ELK = 0x408697F0,
2149
+ * BS_FEMALE = 0x6A3BB2C2,
2150
+ * BS_FEMALE_STRONG = 0x4DAFDD84,
2151
+ * BS_GANGUP = 0xD0CECFF2,
2152
+ * BS_GOAT = 0x078E649F,
2153
+ * BS_HORSE = 0xF6B775F3,
2154
+ * BS_MICAH_FINALE = 0x1F0BB27A,
2155
+ * BS_MOOSE = 0x968917AB,
2156
+ * BS_MUSKRAT = 0x1EDC33AC,
2157
+ * BS_NO_MELEE = 0x25B5F931,
2158
+ * BS_PIG = 0x22EAD110,
2159
+ * BS_PLAYER = 0x78BAEF07,
2160
+ * BS_PLAYER_FINALE = 0xF9E77D2D,
2161
+ * BS_PLAYER_MOONSHINER = 0x687BF19F,
2162
+ * BS_PLAYER_WINTER1 = 0x3C6A802F,
2163
+ * BS_QUICK = 0xC4CABB1B,
2164
+ * BS_RACCOON = 0x505F8917,
2165
+ * BS_SHEEP = 0x6827CCCF,
2166
+ * BS_SNAKE = 0x82BEBC4B,
2167
+ * BS_TIMID = 0x431AEF77,
2168
+ * BS_WOLF = 0xA8F023D4
2169
+ * };
2170
+ *
2171
+ * @param brawlingStyle
2172
+ */
2173
+ setBrawlingStyle(brawlingStyle: string | number): void;
2174
+ /**
2175
+ * You can also get the entity being carried and the entity it was taken from with a buffer on `ents`. Status:
2176
+ * INVALID = 0,
2177
+ * STARTING = 1,
2178
+ * PROGRESSING = 2,
2179
+ * FINISHING = 3 CARRYING TYPES:
2180
+ * UNK_0 = -1,
2181
+ * UNK_1 = 0,
2182
+ * UNK_2 = 1,
2183
+ * UNK_3 = 2,
2184
+ * UNK_4 = 3,
2185
+ * CARRYING_FROM_GROUND = 4,
2186
+ * CARRYING_FROM_MOUNT = 5,
2187
+ * PUTTING_DOWN_GROUND = 6,
2188
+ * PUTTING_DOWN_MOUNT = 7,
2189
+ * UNK_9 = 8,
2190
+ * UNK_10 = 9,
2191
+ * UNK_11 = 10 Filters:
2192
+ * ENTITY_ONLY = 0,
2193
+ * NOTHING = 1,
2194
+ * ENTITY_AND_TAKEN_FROM_ENTITY = 2
2195
+ *
2196
+ * @param carryingType
2197
+ * @param p3 Usually 4.
2198
+ * @param filter
2199
+ * @returns Return the status of the wanted carrying action of a ped.; ents
2200
+ */
2201
+ refreshCarryingStateForPed(carryingType: number, p3: number, filter: number): [number, Entity | null];
2202
+ /**
2203
+ * @param ignoredPedType
2204
+ * @param p3
2205
+ * @returns sizeAndPeds
2206
+ */
2207
+ getNearbyPeds(ignoredPedType: number, p3: number): [number, number];
2208
+ /**
2209
+ * @param pos
2210
+ * @param lookIntensity Refer to [enum: eLookIntensity]
2211
+ * @returns
2212
+ */
2213
+ setShouldPlayCombatScenarioExit(pos: Vector3, lookIntensity: number): any;
2214
+ /**
2215
+ * @returns
2216
+ */
2217
+ isInAnyPlane(): boolean;
2218
+ /**
2219
+ * @param modelHash
2220
+ * @returns
2221
+ */
2222
+ isInModel(modelHash: string | number): boolean;
2223
+ /**
2224
+ * @returns
2225
+ */
2226
+ isInGroup(): boolean;
2227
+ /**
2228
+ * For more information, see common:/data/emotional_presets.meta
2229
+ *
2230
+ * @param name
2231
+ */
2232
+ requestEmotionalPreset(name: string | null): void;
2233
+ /**
2234
+ * Not implemented.
2235
+ *
2236
+ * @param p1
2237
+ */
2238
+ N_0xC991EF46FE323867(p1: any): void;
2239
+ /**
2240
+ * @returns
2241
+ */
2242
+ getAccuracyAgainstLocalPlayerModifier(): number;
2243
+ /**
2244
+ * @returns
2245
+ */
2246
+ getNumMetaOutfits(): number;
2247
+ N_0x2D976DBDC731DF80(): void;
2248
+ /**
2249
+ * Hashes: GS_DRAGGING, GS_FACE_TO_BACK, GS_FACE_TO_FACE, GS_FACE_TO_FACE_WALL, GS_MOUNTED
2250
+ *
2251
+ * @param style
2252
+ * @returns
2253
+ */
2254
+ setGrappleStyle(style: string | number): any;
2255
+ /**
2256
+ * Gets MetaPedExpression at index specified Old name: _GET_PED_FACE_FEATURE
2257
+ *
2258
+ * @param index Refer to [enum: eMetaPedExpressions]
2259
+ * @returns
2260
+ */
2261
+ getCharExpression(index: number): number;
2262
+ /**
2263
+ * _SET_PED_M*
2264
+ *
2265
+ * @param p1
2266
+ * @param p2
2267
+ * @param p3
2268
+ * @param p4
2269
+ */
2270
+ N_0x9AB33CB5834885B3(p1: number, p2: number, p3: number, p4: number): void;
2271
+ /**
2272
+ * @returns
2273
+ */
2274
+ getRelationshipGroupDefaultHash(): string | number;
2275
+ /**
2276
+ * @param groupId
2277
+ */
2278
+ setAsGroupMember(groupId: number): void;
2279
+ /**
2280
+ * _SET_HO*
2281
+ *
2282
+ * @param p1
2283
+ */
2284
+ N_0xB8AB265426CFE6DD(p1: boolean): void;
2285
+ /**
2286
+ * @returns
2287
+ */
2288
+ getGrappler(): Ped | null;
2289
+ /**
2290
+ * @param variableName
2291
+ * @returns
2292
+ */
2293
+ getBlackboardScriptFloat(variableName: string | null): number;
2294
+ /**
2295
+ * *GET_IS_PED**
2296
+ *
2297
+ * @returns
2298
+ */
2299
+ N_0x94132D7C8D3575C4(): boolean;
2300
+ /**
2301
+ * @param componentHash
2302
+ * @param wearableState
2303
+ * @param p3
2304
+ * @param p4
2305
+ * @param p5
2306
+ */
2307
+ updateShopItemWearableState(componentHash: string | number, wearableState: string | number, p3: number, p4: boolean, p5: number): void;
2308
+ /**
2309
+ * @param toggle
2310
+ */
2311
+ setPauseWritheBleedout(toggle: boolean): void;
2312
+ /**
2313
+ * @returns
2314
+ */
2315
+ isRespondingToThreat(): any;
2316
+ /**
2317
+ * @param metapedType
2318
+ * @param p2
2319
+ * @returns
2320
+ */
2321
+ getShopItemHatComponent(metapedType: number, p2: boolean): any;
2322
+ /**
2323
+ * _SET_PED_K* or _SET_PED_L*
2324
+ *
2325
+ * @param p1
2326
+ */
2327
+ N_0x29924EB8EE9DB926(p1: number): void;
2328
+ /**
2329
+ * @param value
2330
+ */
2331
+ setHearingRange(value: number): void;
2332
+ /**
2333
+ * @param relationshipGroup
2334
+ */
2335
+ setRelationshipGroupHash(relationshipGroup: string | number): void;
2336
+ /**
2337
+ * @param pos
2338
+ * @param radius
2339
+ * @returns
2340
+ */
2341
+ isAnyHostileNearPoint(pos: Vector3, radius: number): boolean;
2342
+ /**
2343
+ * _SET_PED_M*
2344
+ *
2345
+ * @param p1
2346
+ */
2347
+ N_0x642720D8D69328B6(p1: string | number): void;
2348
+ /**
2349
+ * @param sweat
2350
+ */
2351
+ setSweat(sweat: number): void;
2352
+ /**
2353
+ * Returns the entity that killed the ped It is best to check if the Ped is dead before asking for its killer.
2354
+ *
2355
+ * @returns
2356
+ */
2357
+ getSourceOfDeath(): Entity | null;
2358
+ /**
2359
+ * Only used in SP R* Script train_robbery3: p1 = CLIPSET@VEH_TRAIN@HANDCART@BASE_PANIC & CLIPSET@VEH_TRAIN@HANDCART@BASE_PANIC_JOHN
2360
+ *
2361
+ * @param clipset
2362
+ */
2363
+ N_0x6E8B87139854022D(clipset: string | null): void;
2364
+ /**
2365
+ * *ATTACH**
2366
+ *
2367
+ * @param ropeId
2368
+ */
2369
+ N_0x8101BA1C0B462412(ropeId: number): void;
2370
+ /**
2371
+ * Params: ped, 0f, -1, true, true in R* MP Scripts
2372
+ * _SET_PED_DE* - _SET_PED_F*
2373
+ *
2374
+ * @param p1
2375
+ * @param p2
2376
+ * @param p3
2377
+ * @param p4
2378
+ */
2379
+ setDirtCleaned(p1: number, p2: number, p3: boolean, p4: boolean): void;
2380
+ /**
2381
+ * @returns
2382
+ */
2383
+ duelingDidPlayerHeadshotOpponent(): any;
2384
+ /**
2385
+ * @param value
2386
+ */
2387
+ setVisualFieldMinAngle(value: number): void;
2388
+ /**
2389
+ * _SET_PED_IN*
2390
+ *
2391
+ * @param p1
2392
+ */
2393
+ N_0x41C23A8E6B344867(p1: string | null): void;
2394
+ /**
2395
+ * @param variableName
2396
+ */
2397
+ removeBlackboardHash(variableName: string | null): void;
2398
+ /**
2399
+ * @returns
2400
+ */
2401
+ isFalling(): boolean;
2402
+ /**
2403
+ * @param flags Refer to [enum: eRagdollBlockingFlags]
2404
+ */
2405
+ clearRagdollBlockingFlags(flags: number): void;
2406
+ /**
2407
+ * @returns
2408
+ */
2409
+ isLassoed(): any;
2410
+ /**
2411
+ * @param object
2412
+ * @param p2
2413
+ * @param scenarioType
2414
+ * @param p4
2415
+ * @param p5
2416
+ * @returns
2417
+ */
2418
+ requestForScenarioType(object: Prop, p2: string | null, scenarioType: string | number, p4: string | null, p5: boolean): any;
2419
+ /**
2420
+ * _IS_PED_FL* - _IS_PED_FU*
2421
+ *
2422
+ * @returns
2423
+ */
2424
+ N_0x256EDD55C6BE1482(): boolean;
2425
+ /**
2426
+ * Only used in R* MP Script fm_mission_controller
2427
+ *
2428
+ * @param patternHash
2429
+ */
2430
+ setFiringPattern3(patternHash: string | number): void;
2431
+ /**
2432
+ * Hashes: STANDARD_PED_AGRO_GUARD, BOUNTY_HUNTER, PLAYER_HORSE, LAW_POLICE, GUARD_DOG, ATTACK_DOG
2433
+ * Personalities can also be found in common:/data/ai/interactionpersonalities
2434
+ *
2435
+ * @param personality
2436
+ */
2437
+ setPersonality(personality: string | number): void;
2438
+ /**
2439
+ * Triggers a gunshot
2440
+ * Params: p5 = -1 in R* Scripts
2441
+ *
2442
+ * @param pos
2443
+ * @param p4
2444
+ * @param p5
2445
+ * @param p6
2446
+ * @param p7
2447
+ * @returns
2448
+ */
2449
+ shootTriggerAtCoords(pos: Vector3, p4: number, p5: number, p6: number, p7: number): any;
2450
+ /**
2451
+ * _IS_PED_C* - _IS_PED_D*
2452
+ *
2453
+ * @returns
2454
+ */
2455
+ N_0x577C60BA06D0EA64(): boolean;
2456
+ /**
2457
+ * Returns category hash that each ped component has. Hash examples: MASKS, HATS, HEADS, HORSE_MANES
2458
+ *
2459
+ * @param index
2460
+ * @returns
2461
+ */
2462
+ getComponentCategoryByIndex(index: number): string | number;
2463
+ /**
2464
+ * @returns
2465
+ */
2466
+ isUsingAnyScenario(): boolean;
2467
+ /**
2468
+ * @param amount
2469
+ */
2470
+ setMoney(amount: number): void;
2471
+ /**
2472
+ * @returns
2473
+ */
2474
+ getStamina(): number;
2475
+ /**
2476
+ * Not implemented.
2477
+ *
2478
+ * @param p1
2479
+ */
2480
+ N_0x606D529DADA3C940(p1: any): void;
2481
+ knockOffVehicle(): void;
2482
+ /**
2483
+ * *HAS_PED**
2484
+ *
2485
+ * @returns
2486
+ */
2487
+ N_0xFA8C10DCE0706D43(): boolean;
2488
+ /**
2489
+ * Only used in R* SP Scripts
2490
+ * _GET_PLAYER_W* - *GET_RANDOM**
2491
+ *
2492
+ * @param eventType
2493
+ * @returns coords
2494
+ */
2495
+ N_0xCB8F4C9343EBE240(eventType: string | number): [boolean, Vector3];
2496
+ /**
2497
+ * Ped can not pull out a weapon when true
2498
+ *
2499
+ * @param p1
2500
+ * @param p2
2501
+ */
2502
+ setEnableHandcuffs(p1: boolean, p2: boolean): void;
2503
+ /**
2504
+ * _SET_W(EAPON?)*
2505
+ *
2506
+ * @param bonus
2507
+ */
2508
+ setTotalDamageFalloffBonus(bonus: number): void;
2509
+ /**
2510
+ * Old name: _SET_PED_SHOULD_PLAY_DIRECTED_SCENARIO_EXIT
2511
+ *
2512
+ * @param pos
2513
+ * @returns
2514
+ */
2515
+ setShouldPlayDirectedNormalScenarioExit(pos: Vector3): any;
2516
+ /**
2517
+ * memoryType: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/_PED_SET_SIMPLE_PLAYER_MEMORY
2518
+ *
2519
+ * @param memoryType
2520
+ */
2521
+ setSimplePlayerMemory(memoryType: number): void;
2522
+ /**
2523
+ * something to do with speech lines?
2524
+ * some hashs MAR2_RIDE1, MAR2_RIDE1, RBCH1_RIDE1, SAD5_RIDE1
2525
+ *
2526
+ * @param p1
2527
+ * @returns
2528
+ */
2529
+ N_0x1E017404784AA6A3(p1: string | number): boolean;
2530
+ /**
2531
+ * @returns
2532
+ */
2533
+ getActiveAnimalOwner(): Ped | null;
2534
+ /**
2535
+ * @returns
2536
+ */
2537
+ getType(): number;
2538
+ /**
2539
+ * Only used in SP R* Script rcm_jack2
2540
+ *
2541
+ * @param object
2542
+ * @param p2
2543
+ * @param p3
2544
+ * @param p4
2545
+ * @returns
2546
+ */
2547
+ giveScenarioPropDynamic(object: Prop, p2: string | null, p3: string | null, p4: boolean): any;
2548
+ /**
2549
+ * _IS_PED_S* - _IS_PED_U*
2550
+ *
2551
+ * @returns
2552
+ */
2553
+ getLassoerOfPed(): Entity | null;
2554
+ /**
2555
+ * Only used in SP R* Script winter1: p1 = Winter1Mount
2556
+ *
2557
+ * @param p1
2558
+ */
2559
+ N_0x9B65444C07B782BF(p1: string | null): void;
2560
+ /**
2561
+ * @returns
2562
+ */
2563
+ getCrouchMovement(): any;
2564
+ /**
2565
+ * @returns
2566
+ */
2567
+ isRunningMobilePhoneTask(): boolean;
2568
+ /**
2569
+ * @returns
2570
+ */
2571
+ isInCoverFacingLeft(): boolean;
2572
+ /**
2573
+ * accuracy = 0-100, 100 being perfectly accurate
2574
+ *
2575
+ * @param accuracy
2576
+ */
2577
+ setAccuracy(accuracy: number): void;
2578
+ /**
2579
+ * _IS_PED_S* - _IS_PED_U*
2580
+ *
2581
+ * @returns
2582
+ */
2583
+ N_0x913D04A5176F84C9(): boolean;
2584
+ /**
2585
+ * Set the pelt of the animal to the back of the horse
2586
+ * EXAMPLE:
2587
+ * local mount = GetMountOwnedByPlayer(PlayerId())
2588
+ * Citizen.InvokeNative(0xC412AA1C73111FE0,mount,GetHashKey('PROVISION_DEER_HIDE_POOR'),GetHashKey('a_c_deer_01_uppr_000_c0_001_ab'),0,0)
2589
+ *
2590
+ * @param itemHash
2591
+ * @param albedo
2592
+ * @param normal
2593
+ * @param p4
2594
+ */
2595
+ setPeltForHorseByInventoryItem(itemHash: string | number, albedo: string | number, normal: string | number, p4: boolean): void;
2596
+ /**
2597
+ * @param multiplier
2598
+ */
2599
+ setHeadshotDamageMultiplier(multiplier: number): void;
2600
+ /**
2601
+ * @returns Returns `true` if the ped is in the water, or on a boat that is in the water.
2602
+ */
2603
+ isAfloat(): boolean;
2604
+ /**
2605
+ * @returns
2606
+ */
2607
+ isAPlayer(): boolean;
2608
+ /**
2609
+ * This function will simply bring the dead ped back to life. Before calling this function, you may want to declare the position, where your Resurrected ped to be spawn at because theres a chance the ped will fall through the map Also, disabling any assigned task immediately helped in the number of scenarios, where If you want peds to perform certain decided tasks.
2610
+ */
2611
+ resurrectPed(): void;
2612
+ /**
2613
+ * returns the number of reserved stamina similar to _GET_NUM_RESERVED_HEALTH
2614
+ *
2615
+ * @returns
2616
+ */
2617
+ getNumReservedStamina(): number;
2618
+ /**
2619
+ * @returns
2620
+ */
2621
+ isJacking(): boolean;
2622
+ /**
2623
+ * _SET_PED_IN*
2624
+ *
2625
+ * @param speechParams
2626
+ */
2627
+ N_0x8AF46E5159A5B620(speechParams: string | number): void;
2628
+ /**
2629
+ * @param isNetwork
2630
+ * @param bScriptHostPed
2631
+ * @param copyHeadBlendFlag
2632
+ * @returns
2633
+ */
2634
+ clonePed(isNetwork: boolean, bScriptHostPed: boolean, copyHeadBlendFlag: boolean): Ped | null;
2635
+ /**
2636
+ * *ADD**
2637
+ */
2638
+ N_0xEF371232BC6053E1(): void;
2639
+ /**
2640
+ * @param gxtEntryHash
2641
+ */
2642
+ setPromptNameFromGxtEntry2(gxtEntryHash: string | number): void;
2643
+ /**
2644
+ * Update variation on ped, needed after first creation, or when component or texture/overlay is changed
2645
+ *
2646
+ * @param p1
2647
+ * @param p2
2648
+ * @param p3
2649
+ * @param p4
2650
+ * @param p5
2651
+ */
2652
+ updateVariation(p1: boolean, p2: boolean, p3: boolean, p4: boolean, p5: boolean): void;
2653
+ /**
2654
+ * _SET_C*
2655
+ *
2656
+ * @param p1
2657
+ */
2658
+ N_0xEC60D1D225BC50AA(p1: number): void;
2659
+ /**
2660
+ * @returns
2661
+ */
2662
+ N_0xF9331B3A314EB49D(): boolean;
2663
+ /**
2664
+ * limb: 3 = Left Hand, 4 = Left Arm, 6 = Right Hand, 7 = Right Arm, 9 = Left Foot, 10 = Left Leg, 12 = Right Foot, 13 = Right Leg, 37 = Head
2665
+ *
2666
+ * @param limb
2667
+ * @returns
2668
+ */
2669
+ hasTakenGoreDamage(limb: number): any;
2670
+ /**
2671
+ * _SET_PED_MO*
2672
+ *
2673
+ * @param p1
2674
+ * @param p2
2675
+ * @param p3
2676
+ * @param p4
2677
+ */
2678
+ N_0x3A5697B80FED5EBE(p1: number, p2: number, p3: number, p4: number): void;
2679
+ /**
2680
+ * Returns dismounted timestamp
2681
+ *
2682
+ * @param player
2683
+ * @returns
2684
+ */
2685
+ getPlayerDismountTimestamp(player: Player): number;
2686
+ /**
2687
+ * @param targetPed
2688
+ * @returns
2689
+ */
2690
+ isTarget(targetPed: Ped): any;
2691
+ /**
2692
+ * @param p1
2693
+ * @returns
2694
+ */
2695
+ getDefensiveAreaPosition(p1: boolean): Vector3;
2696
+ /**
2697
+ * Used in Script Function SKCS_PLAYER_ROBBING
2698
+ * _SET_PED_A*
2699
+ *
2700
+ * @param p1
2701
+ */
2702
+ N_0x85F500F4E24CA43E(p1: number): void;
2703
+ /**
2704
+ * Used in script function METAPED_CLOTHING__XML__APPLY_OUTFIT_TINTS_TO_PED
2705
+ *
2706
+ * @param componentCategory
2707
+ * @param palette
2708
+ * @param tint0
2709
+ * @param tint1
2710
+ * @param tint2
2711
+ */
2712
+ setTextureOutfitTints(componentCategory: string | number, palette: string | number, tint0: number, tint1: number, tint2: number): void;
2713
+ /**
2714
+ * @param p1
2715
+ * @returns
2716
+ */
2717
+ N_0xB7DBB2986B87E230(p1: number): boolean;
2718
+ /**
2719
+ * It clears the wetness of the selected Ped/Player. Clothes have to be wet to notice the difference.
2720
+ */
2721
+ clearWetness(): void;
2722
+ /**
2723
+ * @param p1
2724
+ */
2725
+ clearBloodDamageByZone(p1: number): void;
2726
+ /**
2727
+ * mood: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/fwFacialAnimRequest__Mood
2728
+ * Params: p2 = 6 in R* Scripts
2729
+ *
2730
+ * @param mood
2731
+ * @param p2
2732
+ */
2733
+ requestFacialMoodThisFrame(mood: string | number, p2: number): void;
2734
+ /**
2735
+ * @param lootFlag Refer to [enum: eLootingFlags]
2736
+ * @returns
2737
+ */
2738
+ getLootingFlag(lootFlag: eLootingFlags): boolean;
2739
+ /**
2740
+ * @returns
2741
+ */
2742
+ getPedsJacker(): Ped | null;
2743
+ /**
2744
+ * Seems to set the ped's loco type.
2745
+ * Values used in the scripts:
2746
+ * algie
2747
+ * angry_female
2748
+ * arthur_healthy
2749
+ * cowboy
2750
+ * cowboy_f
2751
+ * default
2752
+ * default_female
2753
+ * free_slave_01
2754
+ * free_slave_02
2755
+ * gold_panner
2756
+ * guard_lantern
2757
+ * injured_general
2758
+ * john_marston
2759
+ * lilly_millet
2760
+ * lone_prisoner
2761
+ * lost_man
2762
+ * mp_ova_hunter
2763
+ * mp_ova_hunter_female
2764
+ * murfree
2765
+ * old_female
2766
+ * primate
2767
+ * rally
2768
+ * waiter
2769
+ * war_veteran
2770
+ *
2771
+ * @param locomotionArchetype
2772
+ */
2773
+ setDesiredLocoForModel(locomotionArchetype: string | null): void;
2774
+ /**
2775
+ * @param player
2776
+ * @returns
2777
+ */
2778
+ getIsRespondingToPositiveInteraction(player: Player): any;
2779
+ /**
2780
+ * Gets a registered/attached prop entity for a particular ped. Second parameter will detach the prop entity from the ped if true. Props primarily appear to come from scenarios, such as a broom or hay bale. Known props: https://pastebin.com/ap2NEJqB
2781
+ *
2782
+ * @param propName
2783
+ * @param detachProp
2784
+ * @returns
2785
+ */
2786
+ getRegisterProp(propName: string | null, detachProp: boolean): Entity | null;
2787
+ /**
2788
+ * @param p1
2789
+ */
2790
+ disableAllLookAtRequests(p1: number): void;
2791
+ /**
2792
+ * @param animName
2793
+ * @param p2
2794
+ */
2795
+ setGetupAnimation(animName: string | null, p2: boolean): void;
2796
+ /**
2797
+ * This only works if you call [native: SET_PED_WETNESS_HEIGHT] first, or if you set `amount` to `0.0` or it dries natually you will have to apply `SET_PED_WETNESS_HEIGHT` again
2798
+ *
2799
+ * @param amount How wet the ped should appear ranges from `0.0`-`1.0`
2800
+ */
2801
+ setWetness(amount: number): void;
2802
+ /**
2803
+ * _CLEAR_PED_M*
2804
+ *
2805
+ * @param p1
2806
+ */
2807
+ N_0x7C10221CE718AA72(p1: number): void;
2808
+ /**
2809
+ * _CAN_PED_SEE* - *CAN_PED_USE*(SCENARIO_HASH?)*
2810
+ *
2811
+ * @param p1
2812
+ * @param p2
2813
+ * @returns
2814
+ */
2815
+ N_0x1148F706CF4EBDDA(p1: string | number, p2: number): boolean;
2816
+ /**
2817
+ * @returns Refer to [enum: ePedDamageCleanliness]
2818
+ */
2819
+ getDamageCleanliness(): number;
2820
+ /**
2821
+ * Same as SET_PED_ARMOUR, but ADDS 'amount' to the armor the Ped already has.
2822
+ *
2823
+ * @param amount
2824
+ */
2825
+ addArmourToPed(amount: number): void;
2826
+ /**
2827
+ * TLR_ExitTask = 0,
2828
+ * TLR_NeverLoseTarget,
2829
+ * TLR_SearchForTarget
2830
+ *
2831
+ * @param responseType
2832
+ */
2833
+ setTargetLossResponse(responseType: number): void;
2834
+ /**
2835
+ * If returned true, SET_ENABLE_BOUND_ANKLES is called in R* Script guama2
2836
+ * _GET_D* - _GET_E*
2837
+ *
2838
+ * @returns
2839
+ */
2840
+ N_0x8822F139408B8D0A(): boolean;
2841
+ /**
2842
+ * @param p1
2843
+ * @returns
2844
+ */
2845
+ isLocationSpawnSafe(p1: number): any;
2846
+ /**
2847
+ * @param modifier
2848
+ */
2849
+ setAccuracyAgainstLocalPlayerModifier(modifier: number): void;
2850
+ /**
2851
+ * @param speech
2852
+ */
2853
+ setInteractionNegativeResponse(speech: string | null): void;
2854
+ /**
2855
+ * *CAN_PED**
2856
+ *
2857
+ * @param ped2
2858
+ * @param p2
2859
+ * @returns
2860
+ */
2861
+ N_0x99DF2639DA76C1DC(ped2: Ped, p2: number): boolean;
2862
+ /**
2863
+ * @returns
2864
+ */
2865
+ getLassoTarget(): Entity | null;
2866
+ /**
2867
+ * Params: p2, p3 usually 0 in R* Scripts
2868
+ *
2869
+ * @param componentCategory
2870
+ * @param p2
2871
+ * @param p3
2872
+ */
2873
+ removeShopItemFromByCategory(componentCategory: string | number, p2: number, p3: boolean): void;
2874
+ /**
2875
+ * @param range
2876
+ */
2877
+ setVisualFieldPeripheralRange(range: number): void;
2878
+ /**
2879
+ * Returns boneIndex
2880
+ *
2881
+ * @param boneId
2882
+ * @returns
2883
+ */
2884
+ getRagdollBoneIndex(boneId: number): number;
2885
+ /**
2886
+ * @returns
2887
+ */
2888
+ getBlockingOfNonTemporaryEvents(): any;
2889
+ /**
2890
+ * Returns kneeling, sitting, squating, and sleeping scenario hashes
2891
+ *
2892
+ * @returns
2893
+ */
2894
+ getActiveDynamicScenario2(): string | number;
2895
+ /**
2896
+ * Returns ped drunk level
2897
+ * _H* or _I*
2898
+ *
2899
+ * @returns
2900
+ */
2901
+ getDrunkness(): number;
2902
+ /**
2903
+ * This only will teleport the ped to the group leader if the group leader teleports (sets coords). Only works in singleplayer
2904
+ *
2905
+ * @param groupId
2906
+ * @param toggle
2907
+ */
2908
+ setCanTeleportToGroupLeader(groupId: number, toggle: boolean): void;
2909
+ /**
2910
+ * @param timeMin
2911
+ * @param timeMax
2912
+ * @param ragdollType
2913
+ * @param falldirX
2914
+ * @param falldirY
2915
+ * @param falldirZ
2916
+ * @param p7
2917
+ * @param p8
2918
+ * @param p9
2919
+ * @param p10
2920
+ * @param p11
2921
+ * @param p12
2922
+ * @param p13
2923
+ * @returns
2924
+ */
2925
+ setToRagdollWithFall(timeMin: number, timeMax: number, ragdollType: number, falldirX: number, falldirY: number, falldirZ: number, p7: number, p8: number, p9: number, p10: number, p11: number, p12: number, p13: number): boolean;
2926
+ /**
2927
+ * The higher the multiplier the less the engine renders culls (https://docs.unity3d.com/Manual/OcclusionCulling.html)
2928
+ *
2929
+ * @param p1
2930
+ * @param p2
2931
+ */
2932
+ setCullRange(p1: number, p2: number): void;
2933
+ /**
2934
+ * @returns
2935
+ */
2936
+ getLassoedLassoer(): Ped | null;
2937
+ /**
2938
+ * @param p2
2939
+ */
2940
+ N_0x5CB2EBB467BE3ED6(p2: number): void;
2941
+ clearDecorations(): void;
2942
+ /**
2943
+ * @returns
2944
+ */
2945
+ getSeatIsTryingToEnter(): number;
2946
+ /**
2947
+ * combatType can be between 0-14. See GET_COMBAT_FLOAT below for a list of possible parameters.
2948
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_FLOATS
2949
+ * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/eCombatAttributeFloats
2950
+ *
2951
+ * @param combatType
2952
+ * @param newValue
2953
+ */
2954
+ setCombatFloat(combatType: number, newValue: number): void;
2955
+ /**
2956
+ * configHash: see pedhealth.meta
2957
+ *
2958
+ * @param configHash
2959
+ */
2960
+ setHealthConfig(configHash: string | number): void;
2961
+ /**
2962
+ * @param value
2963
+ */
2964
+ setMinMoveBlendRatio(value: number): void;
2965
+ /**
2966
+ * @returns
2967
+ */
2968
+ getGrappleFlag(): number;
2969
+ /**
2970
+ * @param p1
2971
+ * @param p2
2972
+ */
2973
+ forcePedAiAndAnimationUpdateEx(p1: boolean, p2: boolean): void;
2974
+ /**
2975
+ * @param toggle
2976
+ */
2977
+ setBlockingOfNonTemporaryEvents(toggle: boolean): void;
2978
+ /**
2979
+ * -1 - HORSE_ASSIST__NO_CHANGE
2980
+ * 0 - HORSE_ASSIST__MANUAL
2981
+ * 1 - HORSE_ASSIST__SEMIASSIST
2982
+ * 2 - HORSE_ASSIST__FULLASSIST
2983
+ *
2984
+ * @param avoidanceLevel
2985
+ */
2986
+ setHorseAvoidanceLevel(avoidanceLevel: number): void;
2987
+ /**
2988
+ * Can be used to get a peds foliage active status: variableName = FoliageActive
2989
+ *
2990
+ * @param variableName
2991
+ * @returns
2992
+ */
2993
+ getBlackboardBool(variableName: string | null): any;
2994
+ /**
2995
+ * @param flag
2996
+ */
2997
+ clearGrappleFlag(flag: number): void;
2998
+ /**
2999
+ * Returns whether a ped has interacted with a player recently.
3000
+ * flags: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/0x947E43F544B6AB34
3001
+ *
3002
+ * @param player
3003
+ * @param flag
3004
+ * @param ms
3005
+ * @returns
3006
+ */
3007
+ hasInteractedWithPlayerRecently(player: Player, flag: number, ms: number): boolean;
3008
+ /**
3009
+ * Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_FLOW & PROCESS_GENERIC_PLAYER_INITIALIZATION
3010
+ *
3011
+ * @param p1
3012
+ */
3013
+ N_0x5CA20FBE49891BBD(p1: number): void;
3014
+ /**
3015
+ * @returns
3016
+ */
3017
+ isAimingFromCover(): boolean;
3018
+ /**
3019
+ * Size will be permanent
3020
+ *
3021
+ * @param attributeIndex
3022
+ * @param size
3023
+ */
3024
+ setTankAttributeSize(attributeIndex: ePedAttribute, size: number): void;
3025
+ /**
3026
+ * @param p2
3027
+ */
3028
+ N_0x9F0F28B42C4EE80A(p2: number): void;
3029
+ /**
3030
+ * See _REQUEST_PED_EMOTIONAL_PRESET
3031
+ *
3032
+ * @param name
3033
+ */
3034
+ removeEmotionalPreset(name: string | null): void;
3035
+ /**
3036
+ * @param gxtEntryHash
3037
+ */
3038
+ setPromptNameFromGxtEntry(gxtEntryHash: string | number): void;
3039
+ /**
3040
+ * Returns Ped Quality to be used to calculate Skinning Quality
3041
+ *
3042
+ * @returns
3043
+ */
3044
+ getQuality(): number;
3045
+ /**
3046
+ * @param commandHash
3047
+ * @returns
3048
+ */
3049
+ getIsCommandHashPresent(commandHash: string | number): any;
3050
+ resetIncapacitationBleedOutDuration(): void;
3051
+ /**
3052
+ * _SET_PED_R* -_SET_PED_S*
3053
+ */
3054
+ N_0xE29D8CD66553DBAA(): void;
3055
+ /**
3056
+ * @param player
3057
+ * @param duration
3058
+ */
3059
+ setPlayerGreetDisabledForPed(player: Player, duration: number): void;
3060
+ /**
3061
+ * seems to only work with PD_Vomit ?
3062
+ *
3063
+ * @param boneId
3064
+ * @param offset
3065
+ * @param rot
3066
+ * @param damagePack
3067
+ */
3068
+ applyDamagePackToBone(boneId: number, offset: Vector3, rot: Vector3, damagePack: string | null): void;
3069
+ /**
3070
+ * 0.0 <= stamina <= 100.0
3071
+ *
3072
+ * @param stamina
3073
+ */
3074
+ restoreStamina(stamina: number): void;
3075
+ /**
3076
+ * @param propName
3077
+ */
3078
+ removeProp(propName: string | null): void;
3079
+ /**
3080
+ * @param name
3081
+ */
3082
+ setPromptName(name: string | null): void;
3083
+ /**
3084
+ * @param grappleAnim
3085
+ */
3086
+ setGrappleAnimation(grappleAnim: string | number): void;
3087
+ /**
3088
+ * *FORCE_PED**
3089
+ *
3090
+ * @param p1
3091
+ * @param p2
3092
+ * @param p3
3093
+ */
3094
+ N_0xC2722B252C79E641(p1: any, p2: any, p3: boolean): void;
3095
+ /**
3096
+ * @param motivationState Refer to [enum: eMotivationState]
3097
+ * @param enabled
3098
+ */
3099
+ setMotivationStateOverride(motivationState: number, enabled: boolean): void;
3100
+ /**
3101
+ * @param component
3102
+ * @param p2
3103
+ */
3104
+ removeTagFromMetaPed(component: string | number, p2: number): void;
3105
+ /**
3106
+ * @param player
3107
+ * @param dismountedTimestamp
3108
+ */
3109
+ N_0xA691C10054275290(player: Player, dismountedTimestamp: number): void;
3110
+ /**
3111
+ * @param p1
3112
+ * @param p2
3113
+ * @returns
3114
+ */
3115
+ N_0x5203038FF8BAE577(p1: number, p2: number): boolean;
3116
+ /**
3117
+ * @param combatMovement Refer to [enum: ePedCombatMovement]
3118
+ */
3119
+ setCombatMovement(combatMovement: ePedCombatMovement): void;
3120
+ /**
3121
+ * @returns
3122
+ */
3123
+ N_0xA4B6432E3880F2F9(): boolean;
3124
+ /**
3125
+ * Returns whether the entity is in stealth mode
3126
+ *
3127
+ * @returns
3128
+ */
3129
+ getStealthMovement(): boolean;
3130
+ /**
3131
+ * Returns whether or not a ped is visible within your FOV, not this check auto's to false after a certain distance.
3132
+ * Target needs to be tracked first, won't work otherwise.
3133
+ *
3134
+ * @returns
3135
+ */
3136
+ isTrackedVisible(): boolean;
3137
+ /**
3138
+ * Changes Multiplayer ped face and body type components, they can be stacked
3139
+ * Params: p3 = 1
3140
+ * Body shape for mp_male from 124 - 128, 110 - 115 for mp_female
3141
+ * Face shape for mp_male from 110 - 123, 96 - 109 for mp_female
3142
+ * Cloth type for mp_male from 0 - 109, 0 - 95 for mp_female
3143
+ *
3144
+ * @param component
3145
+ * @param p2
3146
+ * @param p3
3147
+ */
3148
+ equipMetaOutfitExtra(component: number, p2: any, p3: any): void;
3149
+ /**
3150
+ * Alters entity's stamina by 'amount'. Can be negative (to drain stamina). float amount: -1000.0 - 1000.0
3151
+ *
3152
+ * @param amount
3153
+ * @returns
3154
+ */
3155
+ changeStamina(amount: number): any;
3156
+ /**
3157
+ * @param volume
3158
+ * @returns
3159
+ */
3160
+ removeStayOutVolume(volume: Volume): any;
3161
+ /**
3162
+ * _SET_PED_A*
3163
+ *
3164
+ * @param p1
3165
+ */
3166
+ N_0x405180B14DA5A935(p1: boolean): void;
3167
+ /**
3168
+ * Notes: The function only returns true while the ped is:
3169
+ * A.) Swinging a random melee attack (including pistol-whipping) B.) Reacting to being hit by a melee attack (including pistol-whipping) C.) Is locked-on to an enemy (arms up, strafing/skipping in the default fighting-stance, ready to dodge+counter). You don't have to be holding the melee-targeting button to be in this stance; you stay in it by default for a few seconds after swinging at someone. If you do a sprinting punch, it returns true for the duration of the punch animation and then returns false again, even if you've punched and made-angry many peds
3170
+ *
3171
+ * @returns
3172
+ */
3173
+ isInMeleeCombat(): boolean;
3174
+ /**
3175
+ * @param object
3176
+ * @param propName
3177
+ * @param animName
3178
+ */
3179
+ N_0xCE7A6C1D5CDE1F9D(object: Prop, propName: string | null, animName: string | null): void;
3180
+ /**
3181
+ * @returns
3182
+ */
3183
+ getMotionFocusEntity(): Entity | null;
3184
+ /**
3185
+ * @param vehicle
3186
+ * @returns
3187
+ */
3188
+ isOnSpecificVehicle(vehicle: Vehicle): boolean;
3189
+ /**
3190
+ * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CLootingFlags__Flags
3191
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/LOOTING_FLAGS
3192
+ *
3193
+ * @param lootFlag Refer to [enum: eLootingFlags]
3194
+ * @param enabled
3195
+ */
3196
+ setLootingFlag(lootFlag: eLootingFlags, enabled: boolean): void;
3197
+ /**
3198
+ * @returns
3199
+ */
3200
+ removeSubscribeToLegendaryBlips(): boolean;
3201
+ /**
3202
+ * @returns
3203
+ */
3204
+ isDiving(): boolean;
3205
+ /**
3206
+ * @param state
3207
+ * @param p2
3208
+ * @param immediately
3209
+ */
3210
+ setCrouchMovement(state: boolean, p2: number, immediately: boolean): void;
3211
+ /**
3212
+ * @param p2
3213
+ */
3214
+ N_0x54D3CD482742C482(p2: number): void;
3215
+ /**
3216
+ * @param p1
3217
+ * @param p2
3218
+ * @returns
3219
+ */
3220
+ isInCover(p1: boolean, p2: boolean): boolean;
3221
+ /**
3222
+ * nullsub, doesn't do anything
3223
+ *
3224
+ * @param name
3225
+ */
3226
+ setNameDebug(name: string | null): void;
3227
+ /**
3228
+ * @returns
3229
+ */
3230
+ isInFlyingVehicle(): boolean;
3231
+ /**
3232
+ * @returns
3233
+ */
3234
+ isGettingIntoAVehicle(): boolean;
3235
+ /**
3236
+ * @returns
3237
+ */
3238
+ isUsingActionMode2(): any;
3239
+ /**
3240
+ * p2 is always 0, p3 is always 0, p4 is always 1
3241
+ *
3242
+ * @param scenario
3243
+ * @param p2
3244
+ * @param p3
3245
+ * @param p4
3246
+ * @returns
3247
+ */
3248
+ canUseScenarioPoint(scenario: number, p2: any, p3: any, p4: any): any;
3249
+ /**
3250
+ * @returns
3251
+ */
3252
+ isCarryingSomething(): any;
3253
+ setMoveAnimsBlendOut(): void;
3254
+ /**
3255
+ * @param angle
3256
+ */
3257
+ setVisualFieldCenterAngle(angle: number): void;
3258
+ /**
3259
+ * @returns
3260
+ */
3261
+ isDoingScenarioTransition(): any;
3262
+ /**
3263
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/RAGDOLL_BLOCKING_FLAGS
3264
+ *
3265
+ * @param flags Refer to [enum: eRagdollBlockingFlags]
3266
+ */
3267
+ setRagdollBlockingFlags(flags: number): void;
3268
+ /**
3269
+ * @param toggle
3270
+ */
3271
+ setGravity(toggle: boolean): void;
3272
+ /**
3273
+ * Returns loot state
3274
+ * enum eLootState
3275
+ * {
3276
+ * LAP_NONE,
3277
+ * LAP_RESUMING,
3278
+ * LAP_GETTING_ON_FOOT,
3279
+ * LAP_DISTANT_NAV,
3280
+ * LAP_CHOOSING_ACTION,
3281
+ * LAP_APPROACHING,
3282
+ * LAP_ENTERING,
3283
+ * LAP_LOOTING,
3284
+ * LAP_EXITING
3285
+ * }; *POSSE** - _REGISTER_HATED*
3286
+ *
3287
+ * @param p1
3288
+ * @param p3
3289
+ * @param p4
3290
+ * @returns lootTarget
3291
+ */
3292
+ refreshLootStateForPed(p1: number, p3: number, p4: number): [number, Ped | null];
3293
+ setRagdollForceFall(): void;
3294
+ resetLadderMovementSpeedModifier(): void;
3295
+ /**
3296
+ * Params: hash - ARTHUR or JOHN
3297
+ * *SET_PED*(A-D)*
3298
+ *
3299
+ * @param playerType
3300
+ */
3301
+ setActivePlayerType(playerType: string | number): void;
3302
+ /**
3303
+ * Deletes the specified ped, then sets the handle pointed to by the pointer to NULL.
3304
+ */
3305
+ deletePed(): void;
3306
+ clearBloodDamage(): void;
3307
+ /**
3308
+ * @returns
3309
+ */
3310
+ isStopped(): boolean;
3311
+ /**
3312
+ * @param p1
3313
+ */
3314
+ setRemoveNetworked(p1: number): void;
3315
+ /**
3316
+ * _RESET_PED_C*
3317
+ */
3318
+ N_0xB4B7C92FCE7347B7(): void;
3319
+ /**
3320
+ * @param p1
3321
+ * @param p2
3322
+ */
3323
+ N_0xDEE8D30AA5C2E28D(p1: string | number, p2: boolean): void;
3324
+ /**
3325
+ * @param flags
3326
+ */
3327
+ setIncapacitationFlags(flags: number): void;
3328
+ /**
3329
+ * @param entity
3330
+ * @param pos
3331
+ * @param radius
3332
+ * @param p6
3333
+ * @param p7
3334
+ */
3335
+ setDefensiveSphereAttachedToEntity(entity: Entity, pos: Vector3, radius: number, p6: number, p7: boolean): void;
3336
+ /**
3337
+ * @param range Refer to [enum: ePedCombatRange]
3338
+ */
3339
+ setCombatRange(range: ePedCombatRange): void;
3340
+ /**
3341
+ * angle is ped's view cone
3342
+ *
3343
+ * @param otherPed
3344
+ * @param angle
3345
+ * @returns
3346
+ */
3347
+ isFacingPed(otherPed: Ped, angle: number): boolean;
3348
+ /**
3349
+ * @returns
3350
+ */
3351
+ isQueuedForDeletion(): any;
3352
+ /**
3353
+ * _SET_D*
3354
+ *
3355
+ * @param p1
3356
+ * @param p2
3357
+ */
3358
+ N_0xE50C9816B3F22D8B(p1: string | number, p2: number): void;
3359
+ /**
3360
+ * @param index
3361
+ */
3362
+ setGroupMemberPassengerIndex(index: number): void;
3363
+ N_0xC9151483CC06A414(): void;
3364
+ /**
3365
+ * @returns
3366
+ */
3367
+ isClimbingLadder(): any;
3368
+ /**
3369
+ * @param p1
3370
+ * @param p2
3371
+ */
3372
+ N_0xD049FDAF089FDDB0(p1: string | number, p2: number): void;
3373
+ /**
3374
+ * @returns
3375
+ */
3376
+ isHogtying(): any;
3377
+ /**
3378
+ * Hashes: GUARD, COMBAT_ANIMAL, LAW, LAW_SHERIFF
3379
+ * _SET_PED_COMBAT_A* - _SET_PED_COMBAT_M*
3380
+ *
3381
+ * @param p1
3382
+ */
3383
+ setCombatAttributeHash(p1: string | number): void;
3384
+ /**
3385
+ * Used in Script Function PLAYER_HEAD_TRACKING_MAINTAIN
3386
+ *
3387
+ * @param targetEntity
3388
+ * @param p2
3389
+ * @param p3
3390
+ * @param p4
3391
+ * @param p5
3392
+ * @param p6
3393
+ * @param p7
3394
+ * @param p8
3395
+ * @param p9
3396
+ */
3397
+ N_0xF9CBD46433E36713(targetEntity: Entity, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: string | null): void;
3398
+ /**
3399
+ * @param actionDisableFlag Refer to [enum: eActionDisableFlags]
3400
+ */
3401
+ clearTargetActionDisableFlag(actionDisableFlag: eActionDisableFlags): void;
3402
+ /**
3403
+ * Returns how deep the water is below the ped (if in water)
3404
+ * -1.0f = Not in water
3405
+ * 10.0f = Max water depth
3406
+ *
3407
+ * @returns
3408
+ */
3409
+ getPlayerWaterDepth(): number;
3410
+ /**
3411
+ * @param actionDisableFlag Refer to [enum: eActionDisableFlags]
3412
+ */
3413
+ setTargetActionDisableFlag(actionDisableFlag: eActionDisableFlags): void;
3414
+ /**
3415
+ * @returns
3416
+ */
3417
+ isFleeing(): boolean;
3418
+ /**
3419
+ * @returns
3420
+ */
3421
+ isFallingOver(): any;
3422
+ /**
3423
+ * target: 0 affects everyone
3424
+ * duration: -1 indefinite
3425
+ * flag: always 4 in R* Scripts
3426
+ *
3427
+ * @param presetName
3428
+ * @param targetPed
3429
+ * @param duration
3430
+ * @param flag
3431
+ */
3432
+ emotionalPresetLocoMotion(presetName: string | null, targetPed: Ped, duration: number, flag: number): void;
3433
+ /**
3434
+ * @returns
3435
+ */
3436
+ canBeMounted(): any;
3437
+ /**
3438
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/FLEE_ATTRIBUTES attributeFlags:
3439
+ * enum eFleeAttribute
3440
+ * {
3441
+ * FA_FORCE_EXIT_VEHICLE = (1 << 16),
3442
+ * FA_DISABLE_MOUNT_USAGE = (1 << 20),
3443
+ * FA_DISABLE_ENTER_VEHICLES = (1 << 22),
3444
+ * };
3445
+ *
3446
+ * @param attributeFlags
3447
+ * @param enable
3448
+ */
3449
+ setFleeAttributes(attributeFlags: number, enable: boolean): void;
3450
+ /**
3451
+ * @param multiplier
3452
+ */
3453
+ setStaminaDepletionMultiplier(multiplier: number): void;
3454
+ /**
3455
+ * _C*
3456
+ */
3457
+ N_0x5A1A929C8B729B4A(): void;
3458
+ /**
3459
+ * p1 is always 1
3460
+ *
3461
+ * @param p1
3462
+ */
3463
+ refreshMetaShopItems(p1: number): void;
3464
+ /**
3465
+ * @returns
3466
+ */
3467
+ getBrawlingStyle(): string | number;
3468
+ /**
3469
+ * @param p1
3470
+ * @returns
3471
+ */
3472
+ getDefensiveVolume(p1: any): Volume | null;
3473
+ /**
3474
+ * @param pos
3475
+ * @param radius
3476
+ */
3477
+ registerHatedTargetsInArea(pos: Vector3, radius: number): void;
3478
+ /**
3479
+ * @returns
3480
+ */
3481
+ isInAnyTaxi(): boolean;
3482
+ /**
3483
+ * If returned true: There are enemy peds near friendly turn in ped. Going to aggro.
3484
+ * If returned false: Moving back to idle as there aren't any remaining enemy peds near ped
3485
+ * *IS_PED_IN**
3486
+ *
3487
+ * @param pos
3488
+ * @param radius
3489
+ * @param p5
3490
+ * @returns
3491
+ */
3492
+ isInPoint(pos: Vector3, radius: number, p5: boolean): boolean;
3493
+ /**
3494
+ * @returns
3495
+ */
3496
+ getStaminaDepletionMultiplier(): number;
3497
+ /**
3498
+ * @param multiplier
3499
+ */
3500
+ setStaminaRechargeMultiplier(multiplier: number): void;
3501
+ /**
3502
+ * Used in Script Functions PLAYER_HORSE_RELEASE_HORSE_TO_AMBIENT_WORLD (p1 = true), HORSE_SETUP_PLAYER_HORSE_ATTRIBUTES (p1 = false)
3503
+ * Set to false for player horse in scripts and seems it's only true when releasing/changing a player horse? Cannot determine what effect it has, but it doesn't seem to affect _GET_HORSE_TAMING_STATE
3504
+ *
3505
+ * @param clear
3506
+ */
3507
+ clearActiveAnimalOwner(clear: boolean): void;
3508
+ /**
3509
+ * @returns
3510
+ */
3511
+ isInAnyTrain(): boolean;
3512
+ /**
3513
+ * Detect if ped is sitting in the specified vehicle
3514
+ * [True/False]
3515
+ *
3516
+ * @param vehicle
3517
+ * @returns
3518
+ */
3519
+ isSittingInVehicle(vehicle: Vehicle): boolean;
3520
+ /**
3521
+ * Forces transition now, called together with 0xD65FDC686A031C83
3522
+ */
3523
+ addScenarioTransition(): void;
3524
+ /**
3525
+ * _SET_PED_COMBAT_R - _SET_PED_C*
3526
+ *
3527
+ * @param p1
3528
+ */
3529
+ N_0x815C0074A1BC0D93(p1: number): void;
3530
+ /**
3531
+ * @returns
3532
+ */
3533
+ getMount(): Ped | null;
3534
+ /**
3535
+ * @returns
3536
+ */
3537
+ getMoney(): number;
3538
+ /**
3539
+ * https://github.com/femga/rdr3_discoveries/blob/master/peds_customization/ped_decals.lua
3540
+ *
3541
+ * @param damagePack
3542
+ * @param damage
3543
+ * @param mult
3544
+ */
3545
+ applyDamagePack(damagePack: string | null, damage: number, mult: number): void;
3546
+ /**
3547
+ * motionStateHash: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CPedMotionStates__eMotionState
3548
+ *
3549
+ * @param motionStateHash
3550
+ * @param p2
3551
+ * @param p3
3552
+ * @param p4
3553
+ * @returns
3554
+ */
3555
+ forceMotionState(motionStateHash: string | number, p2: boolean, p3: number, p4: boolean): boolean;
3556
+ /**
3557
+ * @param p2
3558
+ * @param p3
3559
+ * @returns p1
3560
+ */
3561
+ N_0x6B67320E0D57856A(p2: number, p3: boolean): number;
3562
+ /**
3563
+ * @param p1
3564
+ * @param p2
3565
+ */
3566
+ clearDamageDecalByZone(p1: number, p2: string | null): void;
3567
+ /**
3568
+ * Not implemented.
3569
+ */
3570
+ N_0x600BBDD29820370C(): void;
3571
+ /**
3572
+ * @param value
3573
+ */
3574
+ setMaxTimeInWater(value: number): void;
3575
+ /**
3576
+ * combined with PED::SET_PED_WETNESS_HEIGHT(), this native makes the ped drenched in water up to the height specified in the other function
3577
+ */
3578
+ setWetnessEnabledThisFrame(): void;
3579
+ /**
3580
+ * Used in Script Function AGGRO_SHOULD_PED_HEAR_DEATH
3581
+ * *GET_PED**
3582
+ *
3583
+ * @returns
3584
+ */
3585
+ N_0x900CA00CE703E1E2(): number;
3586
+ /**
3587
+ * @param name
3588
+ */
3589
+ setPromptName2(name: string | null): void;
3590
+ /**
3591
+ * @param p1
3592
+ * @param p2
3593
+ * @param p3
3594
+ */
3595
+ N_0x9F933E0985E12C51(p1: number, p2: number, p3: number): void;
3596
+ /**
3597
+ * Gets a value indicating whether this ped's health is below its fatally injured threshold. The default threshold is 100.
3598
+ * If the handle is invalid, the function returns true.
3599
+ *
3600
+ * @returns
3601
+ */
3602
+ isFatallyInjured(): boolean;
3603
+ /**
3604
+ * _IS_PED_IN*
3605
+ *
3606
+ * @returns
3607
+ */
3608
+ isInvestigating(): boolean;
3609
+ /**
3610
+ * @returns
3611
+ */
3612
+ getCurrentTargetForPed(): Entity | null;
3613
+ /**
3614
+ * _CLEAR_PED_B* - _CLEAR_PED_C*
3615
+ */
3616
+ N_0xA7DC9266ED6A4E51(): void;
3617
+ /**
3618
+ * Overrides the ped's collision capsule radius for the current tick.
3619
+ * Must be called every tick to be effective. Setting this to 0.001 will allow warping through some objects.
3620
+ *
3621
+ * @param value
3622
+ */
3623
+ setCapsule(value: number): void;
3624
+ /**
3625
+ * @param entity
3626
+ * @returns
3627
+ */
3628
+ isHeadtrackingEntity(entity: Entity): boolean;
3629
+ /**
3630
+ * @returns
3631
+ */
3632
+ isVaulting(): boolean;
3633
+ /**
3634
+ * _IS_PED_M* - _IS_PED_O*
3635
+ *
3636
+ * @returns
3637
+ */
3638
+ N_0xBD0E4F52F6D95242(): boolean;
3639
+ /**
3640
+ * @returns
3641
+ */
3642
+ wasKilledByHeadshot(): boolean;
3643
+ /**
3644
+ * @param pedKiller
3645
+ * @param weapon
3646
+ */
3647
+ forceDeath(pedKiller: Ped, weapon: string | number): void;
3648
+ /**
3649
+ * Old name: _GET_PED_CURRENT_MOVEMENT_SPEED
3650
+ *
3651
+ * @returns speedX; speedY
3652
+ */
3653
+ getCurrentMoveBlendRatio(): [boolean, number, number];
3654
+ /**
3655
+ * @param heading
3656
+ */
3657
+ setDesiredHeading(heading: number): void;
3658
+ /**
3659
+ * @param animName
3660
+ * @param animDict
3661
+ */
3662
+ setFacialIdleAnimOverride(animName: string | null, animDict: string | null): void;
3663
+ /**
3664
+ * @param canBeIncapacitated
3665
+ * @param threshold
3666
+ * @param bleedoutTime
3667
+ * @param p4
3668
+ */
3669
+ setIncapacitationModifiers(canBeIncapacitated: boolean, threshold: number, bleedoutTime: number, p4: number): void;
3670
+ /**
3671
+ * Returns kneeling, sitting, squating, and sleeping scenario hashes
3672
+ *
3673
+ * @returns
3674
+ */
3675
+ getActiveDynamicScenario(): string | number;
3676
+ /**
3677
+ * @param toggle
3678
+ */
3679
+ setCanRagdollFromPlayerImpact(toggle: boolean): void;
3680
+ /**
3681
+ * @param eventType
3682
+ * @returns
3683
+ */
3684
+ isEventInQueue(eventType: string | number): any;
3685
+ /**
3686
+ * @param mount
3687
+ * @param seatIndex Refer to [enum: eVehicleSeat]
3688
+ * @param p3
3689
+ */
3690
+ setOntoMount(mount: Ped, seatIndex: eVehicleSeat, p3: boolean): void;
3691
+ /**
3692
+ * @param player
3693
+ * @param duration
3694
+ */
3695
+ setPlayerAntagonizeDisabledForPed(player: Player, duration: number): void;
3696
+ /**
3697
+ * Only used in R* Script shop_harriet
3698
+ * _SET_PED_F*
3699
+ *
3700
+ * @param p1
3701
+ */
3702
+ N_0x4F63433CE3C08230(p1: boolean): void;
3703
+ /**
3704
+ * @param value
3705
+ */
3706
+ setVisualFieldMaxAngle(value: number): void;
3707
+ /**
3708
+ * @returns
3709
+ */
3710
+ getMetaRace(): any;
3711
+ /**
3712
+ * enum ePedLootStatus
3713
+ * {
3714
+ * PLS_NONE,
3715
+ * PLS_PRE_LOOT,
3716
+ * PLS_SAMPLING,
3717
+ * PLS_SKINNING
3718
+ * };
3719
+ *
3720
+ * @returns
3721
+ */
3722
+ getLootStatusMp(): number;
3723
+ /**
3724
+ * @param radius
3725
+ * @param maxFriends
3726
+ */
3727
+ setToInformRespectedFriends(radius: number, maxFriends: number): void;
3728
+ /**
3729
+ * *DELETE**
3730
+ */
3731
+ N_0xA6D6F03095C88F59(): void;
3732
+ /**
3733
+ * Returns the hash of the weapon/model/object that killed the ped.
3734
+ *
3735
+ * @returns
3736
+ */
3737
+ getCauseOfDeath(): string | number;
3738
+ /**
3739
+ * bloodFountainPressure: visible effect from 0.0 till 20.0
3740
+ * yaw: visible effect from -3.0 till 3.0
3741
+ * bloodFountainDirection: 1.0 left side, -1.0 right side
3742
+ * bloodFountainPulse: from 0.1 (low) till 1.0 (fast)
3743
+ * make blood fountain from your stomach: _SET_PED_ACTIVATE_WOUND_EFFECT(ped, unk, 2, 14411, 0.0, 0.1, 0.0, 0.0, 3.0, -1.0, 1.0)
3744
+ *
3745
+ * @param p1
3746
+ * @param boneId
3747
+ * @param moveWoundLeftRight
3748
+ * @param bloodFountainPressure
3749
+ * @param yaw
3750
+ * @param bloodFountainDirection
3751
+ * @param bloodFountainPulse
3752
+ * @param p8
3753
+ * @param p9
3754
+ */
3755
+ setActivateWoundEffect(p1: number, boneId: number, moveWoundLeftRight: number, bloodFountainPressure: number, yaw: number, bloodFountainDirection: number, bloodFountainPulse: number, p8: number, p9: number): void;
3756
+ /**
3757
+ * Used in Script Function SKCS_PLAYER_ROBBING
3758
+ * *SET_PED_SHOULD_PLAY** - _SET_PED_SW*
3759
+ *
3760
+ * @param p1
3761
+ */
3762
+ N_0x9B9B9FA0EA283E3D(p1: number): void;
3763
+ /**
3764
+ * _SET_PED_CA* - _SET_PED_CO*
3765
+ *
3766
+ * @param p1
3767
+ */
3768
+ N_0x1D4636C90BBEFACB(p1: number): void;
3769
+ /**
3770
+ * @param p1
3771
+ */
3772
+ clearBloodDamageFacial(p1: number): void;
3773
+ /**
3774
+ * @param toggle
3775
+ */
3776
+ setCanArmIk(toggle: boolean): void;
3777
+ /**
3778
+ * *SET_PED**
3779
+ *
3780
+ * @param p1
3781
+ */
3782
+ N_0x86F0B6730C32AC14(p1: boolean): void;
3783
+ reviveInjuredPed(): void;
3784
+ /**
3785
+ * _H* - _I*
3786
+ *
3787
+ * @param kickOffRider
3788
+ */
3789
+ horseAgitate(kickOffRider: boolean): void;
3790
+ /**
3791
+ * Returns true if ped is in a dispute another ped (pedInDisputeWith can also be 0)
3792
+ *
3793
+ * @param pedInDisputeWith
3794
+ * @returns
3795
+ */
3796
+ getIsInDisputeWithPed(pedInDisputeWith: Ped): any;
3797
+ /**
3798
+ * @returns
3799
+ */
3800
+ isInAnyHeli(): boolean;
3801
+ /**
3802
+ * @param ped
3803
+ * @param flag Usually flag is set to false when ped is in stealth mode
3804
+ * @returns Return `true` if the ped is heard by the target ped.
3805
+ */
3806
+ canHearTargetPed(ped: Ped, flag: boolean): boolean;
3807
+ /**
3808
+ * @param componentHash
3809
+ * @param textureId
3810
+ */
3811
+ applyTextureOnPed(componentHash: string | number, textureId: number): void;
3812
+ /**
3813
+ * Returns the groupId of which the specified ped is a member of.
3814
+ *
3815
+ * @returns
3816
+ */
3817
+ getGroupIndex(): number;
3818
+ /**
3819
+ * flagId: see SET_PED_CONFIG_FLAG
3820
+ *
3821
+ * @param flagId Refer to [enum: ePedScriptConfigFlags]
3822
+ * @param p2
3823
+ * @returns
3824
+ */
3825
+ getConfigFlag(flagId: number, p2: boolean): boolean;
3826
+ /**
3827
+ * @returns
3828
+ */
3829
+ isIncapacitated(): any;
3830
+ /**
3831
+ * duration in seconds
3832
+ *
3833
+ * @param p1
3834
+ * @param duration
3835
+ */
3836
+ setTrailEffect(p1: boolean, duration: number): void;
3837
+ /**
3838
+ * Only used in R* Script net_moonshine_property
3839
+ * _A* - _B*
3840
+ */
3841
+ N_0x7EDB3C766B0D073F(): void;
3842
+ /**
3843
+ * @param outData A HorsePeltIn dtruct that wil have its data applied to
3844
+ * @returns The number of pelts that are on the back of the ped.
3845
+ */
3846
+ getCarriedPeltSkins(outData: HorsePeltIn): number;
3847
+ /**
3848
+ * @param damaged
3849
+ */
3850
+ setDamaged(damaged: boolean): void;
3851
+ /**
3852
+ * @param pos
3853
+ * @param radius
3854
+ * @param p5
3855
+ * @param p6
3856
+ * @param p7
3857
+ */
3858
+ setSphereDefensiveArea(pos: Vector3, radius: number, p5: boolean, p6: boolean, p7: boolean): void;
3859
+ /**
3860
+ * If returned true: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling UP the bounds due to tracking
3861
+ * If returned false: PROCESS_RESIZING_TRACKING_BOUNDS_VOLUME - Scaling DOWN the bounds due to tracking
3862
+ * _IS_PED_T* - _IS_PED_U*
3863
+ *
3864
+ * @returns
3865
+ */
3866
+ N_0xEBAAC9A750E7563B(): boolean;
3867
+ /**
3868
+ * @param mode
3869
+ */
3870
+ setLegIkMode(mode: number): void;
3871
+ /**
3872
+ * Only used in SP
3873
+ * _SET_REMOVE_PED*
3874
+ *
3875
+ * @param p1
3876
+ */
3877
+ N_0x7C08E7CB8D951B70(p1: number): void;
3878
+ /**
3879
+ * @param scenario
3880
+ * @returns
3881
+ */
3882
+ isUsingThisScenario(scenario: number): any;
3883
+ /**
3884
+ * @returns Returns the peds [enum: ePedCombatMovement]
3885
+ */
3886
+ getCombatMovement(): ePedCombatMovement;
3887
+ /**
3888
+ * @returns
3889
+ */
3890
+ getVehicleIsEntering(): Vehicle | null;
3891
+ /**
3892
+ * @param toggle
3893
+ */
3894
+ setCanBeTargetted(toggle: boolean): void;
3895
+ /**
3896
+ * @returns
3897
+ */
3898
+ getMeleeActionPhase(): number;
3899
+ /**
3900
+ * _SET_PED_S* - _SET_PED_T*
3901
+ *
3902
+ * @param volume
3903
+ */
3904
+ setVoiceVolume(volume: number): void;
3905
+ /**
3906
+ * Params: p1 = 1 in R* Scripts
3907
+ *
3908
+ * @param p1
3909
+ */
3910
+ clearCombatStyle(p1: number): void;
3911
+ /**
3912
+ * Needs to be called every frame flagid:https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/ePedScriptResetFlags
3913
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/CPED_RESET_FLAGS
3914
+ *
3915
+ * @param flagId
3916
+ * @param doReset
3917
+ */
3918
+ setResetFlag(flagId: number, doReset: boolean): void;
3919
+ /**
3920
+ * @returns
3921
+ */
3922
+ isBeingDragged(): any;
3923
+ /**
3924
+ * @param actionDisableFlag Refer to [enum: eActionDisableFlags]
3925
+ */
3926
+ setActionDisableFlag(actionDisableFlag: eActionDisableFlags): void;
3927
+ /**
3928
+ * @param animal
3929
+ * @param p2
3930
+ */
3931
+ setOwnsAnimal(animal: Ped, p2: boolean): void;
3932
+ /**
3933
+ * Ped Command Hash are special commands, that can be activated to change conditional anim variations or trigger transitions between conditional anims.
3934
+ * https://github.com/femga/rdr3_discoveries/blob/master/animations/scenarios
3935
+ *
3936
+ * @param commandHash
3937
+ * @param activationDuration
3938
+ */
3939
+ giveHashCommand(commandHash: string | number, activationDuration: number): void;
3940
+ /**
3941
+ * @param p1
3942
+ * @returns
3943
+ */
3944
+ N_0x7F090958AE95B61B(p1: number): boolean;
3945
+ /**
3946
+ * @param modelHash
3947
+ * @returns
3948
+ */
3949
+ isModel(modelHash: string | number): boolean;
3950
+ /**
3951
+ * @param toggle
3952
+ */
3953
+ setLights(toggle: boolean): void;
3954
+ /**
3955
+ * @returns
3956
+ */
3957
+ N_0x758F081DB204DDDE(): boolean;
3958
+ /**
3959
+ * @param p1
3960
+ */
3961
+ setKnockedByOneHit(p1: number): void;
3962
+ /**
3963
+ * @returns
3964
+ */
3965
+ getIsBeingGrappled(): any;
3966
+ clearEnvDirt(): void;
3967
+ /**
3968
+ * enum eMetaPedType
3969
+ * {
3970
+ * MPT_MALE,
3971
+ * MPT_FEMALE,
3972
+ * MPT_TEEN,
3973
+ * MPT_ANIMAL,
3974
+ * MPT_NONE
3975
+ * };
3976
+ *
3977
+ * @returns
3978
+ */
3979
+ getMetaType(): number;
3980
+ /**
3981
+ * Gets a value indicating whether the specified ped is on top of any vehicle. Return 1 when ped is on vehicle.
3982
+ * Return 0 when ped is not on a vehicle.
3983
+ *
3984
+ * @param p1
3985
+ * @returns
3986
+ */
3987
+ isOnVehicle(p1: boolean): boolean;
3988
+ /**
3989
+ * Used in Script Function MOONSHINE_BAND_CLIENT_PATRON_UPDATE
3990
+ *
3991
+ * @param danceIntensity
3992
+ */
3993
+ N_0xF47D54B986F0A346(danceIntensity: number): void;
3994
+ /**
3995
+ * @param p1
3996
+ * @param p2
3997
+ * @param p3
3998
+ * @param p4
3999
+ */
4000
+ N_0x897934E868EDDD6C(p1: number, p2: number, p3: number, p4: number): void;
4001
+ /**
4002
+ * @returns
4003
+ */
4004
+ getMaxStamina(): number;
4005
+ /**
4006
+ * @param variableName
4007
+ * @returns
4008
+ */
4009
+ getBlackboardHash(variableName: string | null): string | number;
4010
+ /**
4011
+ * _SET_PED_IN*
4012
+ *
4013
+ * @param p1
4014
+ */
4015
+ N_0x45FEA6D5539BD474(p1: string | null): void;
4016
+ /**
4017
+ * @param player
4018
+ * @param flag
4019
+ * @param enable
4020
+ */
4021
+ setInteractionLockonFlag(player: Player, flag: number, enable: boolean): void;
4022
+ /**
4023
+ * _GET_WA*
4024
+ *
4025
+ * @returns
4026
+ */
4027
+ getTotalDamageFromAi(): number;
4028
+ /**
4029
+ * @param attributeIndex
4030
+ * @returns
4031
+ */
4032
+ getCombatAttribute(attributeIndex: ePedAttribute): any;
4033
+ /**
4034
+ * Sets peds motion type
4035
+ *
4036
+ * @param locoMotionType
4037
+ */
4038
+ setDesiredLocoMotionType(locoMotionType: string | null): void;
4039
+ /**
4040
+ * *STOP*(?)*
4041
+ */
4042
+ N_0x32CCAD8A981B53D3(): void;
4043
+ /**
4044
+ * Min: 0.0f
4045
+ * Max: 1.15f
4046
+ *
4047
+ * @param value
4048
+ */
4049
+ setMoveRateOverride(value: number): void;
4050
+ /**
4051
+ * Causes Ped to ragdoll on collision with any object (e.g Running into trashcan). If applied to player you will sometimes trip on the sidewalk.
4052
+ *
4053
+ * @param toggle
4054
+ * @param p2
4055
+ */
4056
+ setRagdollOnCollision(toggle: boolean, p2: boolean): void;
4057
+ resetRagdollTimer(): void;
4058
+ /**
4059
+ * attributeIndex: https://alloc8or.re/rdr3/doc/enums/eCombatAttribute.txt
4060
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/COMBAT_ATTRIBUTES
4061
+ *
4062
+ * @param attributeIndex
4063
+ * @param enabled
4064
+ */
4065
+ setCombatAttributes(attributeIndex: ePedAttribute, enabled: boolean): void;
4066
+ /**
4067
+ * @param toggle
4068
+ */
4069
+ setCanUseAutoConversationLookat(toggle: boolean): void;
4070
+ /**
4071
+ * @param p1
4072
+ */
4073
+ N_0x2E5B5D1F1453E08E(p1: number): void;
4074
+ /**
4075
+ * @param ms
4076
+ * @returns
4077
+ */
4078
+ hasBeenShovedRecently(ms: number): any;
4079
+ /**
4080
+ * @param variableName
4081
+ * @returns
4082
+ */
4083
+ getBlackboardScriptInt(variableName: string | null): number;
4084
+ /**
4085
+ * Gets a value indicating whether this ped's health is below its injured threshold. The default threshold is 100.
4086
+ *
4087
+ * @returns
4088
+ */
4089
+ isInjured(): boolean;
4090
+ /**
4091
+ * @returns
4092
+ */
4093
+ isBeingHogtied(): any;
4094
+ /**
4095
+ * https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/Lasso%20Hogtie%20Flags
4096
+ * https://github.com/femga/rdr3_discoveries/tree/master/AI/LASSO_HOGTIE_FLAG
4097
+ *
4098
+ * @param flagId
4099
+ * @returns
4100
+ */
4101
+ getLassoHogtieFlag(flagId: number): any;
4102
+ /**
4103
+ * @returns
4104
+ */
4105
+ getStaminaRechargeMultiplier(): number;
4106
+ /**
4107
+ * Used in Script Function NB_EVENT_OVERRIDE__HANDLE__EVENT_DAMAGE_ENTITY
4108
+ *
4109
+ * @returns
4110
+ */
4111
+ N_0x763FA8A9D76EE3A7(): number;
4112
+ resetComponents(): void;
4113
+ /**
4114
+ * Clears locomotion archetype
4115
+ */
4116
+ clearDesiredLocoForModel(): void;
4117
+ /**
4118
+ * @param behaviour
4119
+ */
4120
+ setCombatBehaviour(behaviour: string | number): void;
4121
+ /**
4122
+ * @param componentHash
4123
+ * @param immediately
4124
+ * @param isMp
4125
+ * @param p4
4126
+ */
4127
+ applyShopItemToPed(componentHash: string | number, immediately: boolean, isMp: boolean, p4: boolean): void;
4128
+ /**
4129
+ * _SET_A* - _SET_B*
4130
+ *
4131
+ * @param p1
4132
+ */
4133
+ N_0x12F2D161BF4031FC(p1: number): void;
4134
+ /**
4135
+ * @param p1
4136
+ */
4137
+ N_0xE4C95E0AE31C6512(p1: any): void;
4138
+ /**
4139
+ * @returns
4140
+ */
4141
+ isPlantingBomb(): boolean;
4142
+ /**
4143
+ * @returns
4144
+ */
4145
+ addSubscribeToLegendaryBlips(): boolean;
4146
+ /**
4147
+ * @param ped2
4148
+ * @returns
4149
+ */
4150
+ isHeadtrackingPed(ped2: Ped): boolean;
4151
+ /**
4152
+ * _CLEAR*
4153
+ *
4154
+ * @param ped2
4155
+ */
4156
+ N_0x97B06669AC569003(ped2: Ped): void;
4157
+ /**
4158
+ * @param p1
4159
+ * @returns
4160
+ */
4161
+ isFullyOnMount(p1: boolean): any;
4162
+ /**
4163
+ * Presumably returns the Entity that the Ped is currently diving out of the way of.
4164
+ *
4165
+ * @returns evadingEntity
4166
+ */
4167
+ isEvasiveDiving(): [boolean, Entity | null];
4168
+ /**
4169
+ * @param ped2
4170
+ */
4171
+ incapacitatedRevive(ped2: Ped): void;
4172
+ /**
4173
+ * @param object
4174
+ * @param conditionalAnim
4175
+ * @param p3
4176
+ * @param p4
4177
+ * @param p5
4178
+ * @returns
4179
+ */
4180
+ giveScenarioProp(object: Prop, conditionalAnim: string | null, p3: string | null, p4: string | null, p5: boolean): any;
4181
+ /**
4182
+ * @returns
4183
+ */
4184
+ getPlayerIsFollowing(): Player | null;
4185
+ /**
4186
+ * @returns
4187
+ */
4188
+ isSwimming(): boolean;
4189
+ /**
4190
+ * Seems to set the peds stamina to 30%
4191
+ */
4192
+ resetStamina(): void;
4193
+ /**
4194
+ * _SET_ST* - _SET_SW*
4195
+ */
4196
+ N_0x028E7B3BBA0BD2FC(): void;
4197
+ /**
4198
+ * Forces the ped to fall back and kills it. It doesn't really explode the ped's head but it kills the ped
4199
+ *
4200
+ * @param weaponHash Refer to [enum: eWeaponHash]
4201
+ */
4202
+ explodeHead(weaponHash: eWeaponHash): void;
4203
+ /**
4204
+ * @param value
4205
+ */
4206
+ setMaxTimeUnderwater(value: number): void;
4207
+ /**
4208
+ * @param p1
4209
+ * @param p2
4210
+ */
4211
+ setCanPlayGestureAnims(p1: any, p2: any): void;
4212
+ /**
4213
+ * damages a ped with the given amount
4214
+ *
4215
+ * @param damageAmount
4216
+ * @param damageArmour
4217
+ * @param boneId
4218
+ * @param pedKiller
4219
+ */
4220
+ applyDamageToPed(damageAmount: number, damageArmour: boolean, boneId: number, pedKiller: Ped): void;
4221
+ /**
4222
+ * @returns
4223
+ */
4224
+ N_0x4B19F171450E0D4F(): Ped | null;
4225
+ private _task?;
4226
+ private _weapon?;
4227
+ get task(): PedTask;
4228
+ get weapon(): Weapon;
4229
+ }
4230
+ //# sourceMappingURL=Ped.d.ts.map